var __extends = (this && this.__extends) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var BABYLON; (function (BABYLON) { var ToGammaSpace = 1 / 2.2; var ToLinearSpace = 2.2; var Color3 = (function () { function Color3(r, g, b) { if (r === void 0) { r = 0; } if (g === void 0) { g = 0; } if (b === void 0) { b = 0; } this.r = r; this.g = g; this.b = b; } Color3.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}"; }; // Operators Color3.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; return this; }; Color3.prototype.toColor4 = function (alpha) { if (alpha === void 0) { alpha = 1; } return new Color4(this.r, this.g, this.b, alpha); }; Color3.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Color3.prototype.toLuminance = function () { return this.r * 0.3 + this.g * 0.59 + this.b * 0.11; }; Color3.prototype.multiply = function (otherColor) { return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b); }; Color3.prototype.multiplyToRef = function (otherColor, result) { result.r = this.r * otherColor.r; result.g = this.g * otherColor.g; result.b = this.b * otherColor.b; return this; }; Color3.prototype.equals = function (otherColor) { return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b; }; Color3.prototype.equalsFloats = function (r, g, b) { return this.r === r && this.g === g && this.b === b; }; Color3.prototype.scale = function (scale) { return new Color3(this.r * scale, this.g * scale, this.b * scale); }; Color3.prototype.scaleToRef = function (scale, result) { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; return this; }; Color3.prototype.add = function (otherColor) { return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b); }; Color3.prototype.addToRef = function (otherColor, result) { result.r = this.r + otherColor.r; result.g = this.g + otherColor.g; result.b = this.b + otherColor.b; return this; }; Color3.prototype.subtract = function (otherColor) { return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b); }; Color3.prototype.subtractToRef = function (otherColor, result) { result.r = this.r - otherColor.r; result.g = this.g - otherColor.g; result.b = this.b - otherColor.b; return this; }; Color3.prototype.clone = function () { return new Color3(this.r, this.g, this.b); }; Color3.prototype.copyFrom = function (source) { this.r = source.r; this.g = source.g; this.b = source.b; return this; }; Color3.prototype.copyFromFloats = function (r, g, b) { this.r = r; this.g = g; this.b = b; return this; }; Color3.prototype.toHexString = function () { var intR = (this.r * 255) | 0; var intG = (this.g * 255) | 0; var intB = (this.b * 255) | 0; return "#" + BABYLON.Tools.ToHex(intR) + BABYLON.Tools.ToHex(intG) + BABYLON.Tools.ToHex(intB); }; Color3.prototype.toLinearSpace = function () { var convertedColor = new Color3(); this.toLinearSpaceToRef(convertedColor); return convertedColor; }; Color3.prototype.toLinearSpaceToRef = function (convertedColor) { convertedColor.r = Math.pow(this.r, ToLinearSpace); convertedColor.g = Math.pow(this.g, ToLinearSpace); convertedColor.b = Math.pow(this.b, ToLinearSpace); return this; }; Color3.prototype.toGammaSpace = function () { var convertedColor = new Color3(); this.toGammaSpaceToRef(convertedColor); return convertedColor; }; Color3.prototype.toGammaSpaceToRef = function (convertedColor) { convertedColor.r = Math.pow(this.r, ToGammaSpace); convertedColor.g = Math.pow(this.g, ToGammaSpace); convertedColor.b = Math.pow(this.b, ToGammaSpace); return this; }; // Statics Color3.FromHexString = function (hex) { if (hex.substring(0, 1) !== "#" || hex.length !== 7) { BABYLON.Tools.Warn("Color3.FromHexString must be called with a string like #FFFFFF"); return new Color3(0, 0, 0); } var r = parseInt(hex.substring(1, 3), 16); var g = parseInt(hex.substring(3, 5), 16); var b = parseInt(hex.substring(5, 7), 16); return Color3.FromInts(r, g, b); }; Color3.FromArray = function (array, offset) { if (offset === void 0) { offset = 0; } return new Color3(array[offset], array[offset + 1], array[offset + 2]); }; Color3.FromInts = function (r, g, b) { return new Color3(r / 255.0, g / 255.0, b / 255.0); }; Color3.Lerp = function (start, end, amount) { var r = start.r + ((end.r - start.r) * amount); var g = start.g + ((end.g - start.g) * amount); var b = start.b + ((end.b - start.b) * amount); return new Color3(r, g, b); }; Color3.Red = function () { return new Color3(1, 0, 0); }; Color3.Green = function () { return new Color3(0, 1, 0); }; Color3.Blue = function () { return new Color3(0, 0, 1); }; Color3.Black = function () { return new Color3(0, 0, 0); }; Color3.White = function () { return new Color3(1, 1, 1); }; Color3.Purple = function () { return new Color3(0.5, 0, 0.5); }; Color3.Magenta = function () { return new Color3(1, 0, 1); }; Color3.Yellow = function () { return new Color3(1, 1, 0); }; Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); }; return Color3; })(); BABYLON.Color3 = Color3; var Color4 = (function () { function Color4(r, g, b, a) { this.r = r; this.g = g; this.b = b; this.a = a; } // Operators Color4.prototype.addInPlace = function (right) { this.r += right.r; this.g += right.g; this.b += right.b; this.a += right.a; return this; }; Color4.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Color4.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; array[index + 3] = this.a; return this; }; Color4.prototype.add = function (right) { return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a); }; Color4.prototype.subtract = function (right) { return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a); }; Color4.prototype.subtractToRef = function (right, result) { result.r = this.r - right.r; result.g = this.g - right.g; result.b = this.b - right.b; result.a = this.a - right.a; return this; }; Color4.prototype.scale = function (scale) { return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale); }; Color4.prototype.scaleToRef = function (scale, result) { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; result.a = this.a * scale; return this; }; Color4.prototype.toString = function () { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}"; }; Color4.prototype.clone = function () { return new Color4(this.r, this.g, this.b, this.a); }; Color4.prototype.copyFrom = function (source) { this.r = source.r; this.g = source.g; this.b = source.b; this.a = source.a; return this; }; Color4.prototype.toHexString = function () { var intR = (this.r * 255) | 0; var intG = (this.g * 255) | 0; var intB = (this.b * 255) | 0; var intA = (this.a * 255) | 0; return "#" + BABYLON.Tools.ToHex(intR) + BABYLON.Tools.ToHex(intG) + BABYLON.Tools.ToHex(intB) + BABYLON.Tools.ToHex(intA); }; // Statics Color4.FromHexString = function (hex) { if (hex.substring(0, 1) !== "#" || hex.length !== 9) { BABYLON.Tools.Warn("Color4.FromHexString must be called with a string like #FFFFFFFF"); return new Color4(0, 0, 0, 0); } var r = parseInt(hex.substring(1, 3), 16); var g = parseInt(hex.substring(3, 5), 16); var b = parseInt(hex.substring(5, 7), 16); var a = parseInt(hex.substring(7, 9), 16); return Color4.FromInts(r, g, b, a); }; Color4.Lerp = function (left, right, amount) { var result = new Color4(0, 0, 0, 0); Color4.LerpToRef(left, right, amount, result); return result; }; Color4.LerpToRef = function (left, right, amount, result) { result.r = left.r + (right.r - left.r) * amount; result.g = left.g + (right.g - left.g) * amount; result.b = left.b + (right.b - left.b) * amount; result.a = left.a + (right.a - left.a) * amount; }; Color4.FromArray = function (array, offset) { if (offset === void 0) { offset = 0; } return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Color4.FromInts = function (r, g, b, a) { return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0); }; return Color4; })(); BABYLON.Color4 = Color4; var Vector2 = (function () { function Vector2(x, y) { this.x = x; this.y = y; } Vector2.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + "}"; }; // Operators Vector2.prototype.toArray = function (array, index) { if (index === void 0) { index = 0; } array[index] = this.x; array[index + 1] = this.y; return this; }; Vector2.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector2.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; return this; }; Vector2.prototype.copyFromFloats = function (x, y) { this.x = x; this.y = y; return this; }; Vector2.prototype.add = function (otherVector) { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); }; Vector2.prototype.addVector3 = function (otherVector) { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); }; Vector2.prototype.subtract = function (otherVector) { return new Vector2(this.x - otherVector.x, this.y - otherVector.y); }; Vector2.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; return this; }; Vector2.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; return this; }; Vector2.prototype.multiply = function (otherVector) { return new Vector2(this.x * otherVector.x, this.y * otherVector.y); }; Vector2.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; return this; }; Vector2.prototype.multiplyByFloats = function (x, y) { return new Vector2(this.x * x, this.y * y); }; Vector2.prototype.divide = function (otherVector) { return new Vector2(this.x / otherVector.x, this.y / otherVector.y); }; Vector2.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; return this; }; Vector2.prototype.negate = function () { return new Vector2(-this.x, -this.y); }; Vector2.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; return this; }; Vector2.prototype.scale = function (scale) { return new Vector2(this.x * scale, this.y * scale); }; Vector2.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y; }; Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) { if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; } return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon); }; // Properties Vector2.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y); }; Vector2.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y); }; // Methods Vector2.prototype.normalize = function () { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; return this; }; Vector2.prototype.clone = function () { return new Vector2(this.x, this.y); }; // Statics Vector2.Zero = function () { return new Vector2(0, 0); }; Vector2.FromArray = function (array, offset) { if (offset === void 0) { offset = 0; } return new Vector2(array[offset], array[offset + 1]); }; Vector2.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; }; Vector2.CatmullRom = function (value1, value2, value3, value4, amount) { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); return new Vector2(x, y); }; Vector2.Clamp = function (value, min, max) { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; return new Vector2(x, y); }; Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); return new Vector2(x, y); }; Vector2.Lerp = function (start, end, amount) { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); return new Vector2(x, y); }; Vector2.Dot = function (left, right) { return left.x * right.x + left.y * right.y; }; Vector2.Normalize = function (vector) { var newVector = vector.clone(); newVector.normalize(); return newVector; }; Vector2.Minimize = function (left, right) { var x = (left.x < right.x) ? left.x : right.x; var y = (left.y < right.y) ? left.y : right.y; return new Vector2(x, y); }; Vector2.Maximize = function (left, right) { var x = (left.x > right.x) ? left.x : right.x; var y = (left.y > right.y) ? left.y : right.y; return new Vector2(x, y); }; Vector2.Transform = function (vector, transformation) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]); var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]); return new Vector2(x, y); }; Vector2.Distance = function (value1, value2) { return Math.sqrt(Vector2.DistanceSquared(value1, value2)); }; Vector2.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; return (x * x) + (y * y); }; return Vector2; })(); BABYLON.Vector2 = Vector2; var Vector3 = (function () { function Vector3(x, y, z) { this.x = x; this.y = y; this.z = z; } Vector3.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}"; }; // Operators Vector3.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector3.prototype.toArray = function (array, index) { if (index === void 0) { index = 0; } array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; return this; }; Vector3.prototype.toQuaternion = function () { var result = new Quaternion(0, 0, 0, 1); var cosxPlusz = Math.cos((this.x + this.z) * 0.5); var sinxPlusz = Math.sin((this.x + this.z) * 0.5); var coszMinusx = Math.cos((this.z - this.x) * 0.5); var sinzMinusx = Math.sin((this.z - this.x) * 0.5); var cosy = Math.cos(this.y * 0.5); var siny = Math.sin(this.y * 0.5); result.x = coszMinusx * siny; result.y = -sinzMinusx * siny; result.z = sinxPlusz * cosy; result.w = cosxPlusz * cosy; return result; }; Vector3.prototype.addInPlace = function (otherVector) { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; return this; }; Vector3.prototype.add = function (otherVector) { return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z); }; Vector3.prototype.addToRef = function (otherVector, result) { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; return this; }; Vector3.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; return this; }; Vector3.prototype.subtract = function (otherVector) { return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z); }; Vector3.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; return this; }; Vector3.prototype.subtractFromFloats = function (x, y, z) { return new Vector3(this.x - x, this.y - y, this.z - z); }; Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; return this; }; Vector3.prototype.negate = function () { return new Vector3(-this.x, -this.y, -this.z); }; Vector3.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; return this; }; Vector3.prototype.scale = function (scale) { return new Vector3(this.x * scale, this.y * scale, this.z * scale); }; Vector3.prototype.scaleToRef = function (scale, result) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; }; Vector3.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z; }; Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) { if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; } return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Tools.WithinEpsilon(this.z, otherVector.z, epsilon); }; Vector3.prototype.equalsToFloats = function (x, y, z) { return this.x === x && this.y === y && this.z === z; }; Vector3.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; return this; }; Vector3.prototype.multiply = function (otherVector) { return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z); }; Vector3.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; return this; }; Vector3.prototype.multiplyByFloats = function (x, y, z) { return new Vector3(this.x * x, this.y * y, this.z * z); }; Vector3.prototype.divide = function (otherVector) { return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z); }; Vector3.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; return this; }; Vector3.prototype.MinimizeInPlace = function (other) { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; return this; }; Vector3.prototype.MaximizeInPlace = function (other) { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; return this; }; // Properties Vector3.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); }; Vector3.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y + this.z * this.z); }; // Methods Vector3.prototype.normalize = function () { var len = this.length(); if (len === 0 || len === 1.0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; return this; }; Vector3.prototype.clone = function () { return new Vector3(this.x, this.y, this.z); }; Vector3.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; this.z = source.z; return this; }; Vector3.prototype.copyFromFloats = function (x, y, z) { this.x = x; this.y = y; this.z = z; return this; }; // Statics Vector3.GetClipFactor = function (vector0, vector1, axis, size) { var d0 = Vector3.Dot(vector0, axis) - size; var d1 = Vector3.Dot(vector1, axis) - size; var s = d0 / (d0 - d1); return s; }; Vector3.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector3(array[offset], array[offset + 1], array[offset + 2]); }; Vector3.FromFloatArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector3(array[offset], array[offset + 1], array[offset + 2]); }; Vector3.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; }; Vector3.FromFloatArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; }; Vector3.FromFloatsToRef = function (x, y, z, result) { result.x = x; result.y = y; result.z = z; }; Vector3.Zero = function () { return new Vector3(0, 0, 0); }; Vector3.Up = function () { return new Vector3(0, 1.0, 0); }; Vector3.TransformCoordinates = function (vector, transformation) { var result = Vector3.Zero(); Vector3.TransformCoordinatesToRef(vector, transformation, result); return result; }; Vector3.TransformCoordinatesToRef = function (vector, transformation, result) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12]; var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13]; var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14]; var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15]; result.x = x / w; result.y = y / w; result.z = z / w; }; Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) { var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12]; var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13]; var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14]; var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15]; result.x = rx / rw; result.y = ry / rw; result.z = rz / rw; }; Vector3.TransformNormal = function (vector, transformation) { var result = Vector3.Zero(); Vector3.TransformNormalToRef(vector, transformation, result); return result; }; Vector3.TransformNormalToRef = function (vector, transformation, result) { result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]); result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]); result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]); }; Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) { result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]); result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]); result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]); }; Vector3.CatmullRom = function (value1, value2, value3, value4, amount) { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed)); return new Vector3(x, y, z); }; Vector3.Clamp = function (value, min, max) { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; var z = value.z; z = (z > max.z) ? max.z : z; z = (z < min.z) ? min.z : z; return new Vector3(x, y, z); }; Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4); return new Vector3(x, y, z); }; Vector3.Lerp = function (start, end, amount) { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); var z = start.z + ((end.z - start.z) * amount); return new Vector3(x, y, z); }; Vector3.Dot = function (left, right) { return (left.x * right.x + left.y * right.y + left.z * right.z); }; Vector3.Cross = function (left, right) { var result = Vector3.Zero(); Vector3.CrossToRef(left, right, result); return result; }; Vector3.CrossToRef = function (left, right, result) { result.x = left.y * right.z - left.z * right.y; result.y = left.z * right.x - left.x * right.z; result.z = left.x * right.y - left.y * right.x; }; Vector3.Normalize = function (vector) { var result = Vector3.Zero(); Vector3.NormalizeToRef(vector, result); return result; }; Vector3.NormalizeToRef = function (vector, result) { result.copyFrom(vector); result.normalize(); }; Vector3.Project = function (vector, world, transform, viewport) { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1); var finalMatrix = world.multiply(transform).multiply(viewportMatrix); return Vector3.TransformCoordinates(vector, finalMatrix); }; Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) { var matrix = world.multiply(transform); matrix.invert(); source.x = source.x / viewportWidth * 2 - 1; source.y = -(source.y / viewportHeight * 2 - 1); var vector = Vector3.TransformCoordinates(source, matrix); var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15]; if (BABYLON.Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; }; Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) { var matrix = world.multiply(view).multiply(projection); matrix.invert(); var screenSource = new Vector3(source.x / viewportWidth * 2 - 1, -(source.y / viewportHeight * 2 - 1), source.z); var vector = Vector3.TransformCoordinates(screenSource, matrix); var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15]; if (BABYLON.Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; }; Vector3.Minimize = function (left, right) { var min = left.clone(); min.MinimizeInPlace(right); return min; }; Vector3.Maximize = function (left, right) { var max = left.clone(); max.MaximizeInPlace(right); return max; }; Vector3.Distance = function (value1, value2) { return Math.sqrt(Vector3.DistanceSquared(value1, value2)); }; Vector3.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; return (x * x) + (y * y) + (z * z); }; Vector3.Center = function (value1, value2) { var center = value1.add(value2); center.scaleInPlace(0.5); return center; }; /** * Given three orthogonal left-handed oriented Vector3 axis in space (target system), * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply * to something in order to rotate it from its local system to the given target system. */ Vector3.RotationFromAxis = function (axis1, axis2, axis3) { var rotation = Vector3.Zero(); Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation); return rotation; }; /** * The same than RotationFromAxis but updates the passed ref Vector3 parameter. */ Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) { var u = Vector3.Normalize(axis1); var w = Vector3.Normalize(axis3); // world axis var X = Axis.X; var Y = Axis.Y; // equation unknowns and vars var yaw = 0.0; var pitch = 0.0; var roll = 0.0; var x = 0.0; var y = 0.0; var z = 0.0; var t = 0.0; var sign = -1.0; var nbRevert = 0; var cross; var dot = 0.0; // step 1 : rotation around w // Rv3(u) = u1, and u1 belongs to plane xOz // Rv3(w) = w1 = w invariant var u1; var v1; if (BABYLON.Tools.WithinEpsilon(w.z, 0, BABYLON.Engine.Epsilon)) { z = 1.0; } else if (BABYLON.Tools.WithinEpsilon(w.x, 0, BABYLON.Engine.Epsilon)) { x = 1.0; } else { t = w.z / w.x; x = -t * Math.sqrt(1 / (1 + t * t)); z = Math.sqrt(1 / (1 + t * t)); } u1 = new Vector3(x, y, z); u1.normalize(); v1 = Vector3.Cross(w, u1); // v1 image of v through rotation around w v1.normalize(); cross = Vector3.Cross(u, u1); // returns same direction as w (=local z) if positive angle : cross(source, image) cross.normalize(); if (Vector3.Dot(w, cross) < 0) { sign = 1.0; } dot = Vector3.Dot(u, u1); dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1] roll = Math.acos(dot) * sign; if (Vector3.Dot(u1, X) < 0) { roll = Math.PI + roll; u1 = u1.scaleInPlace(-1); v1 = v1.scaleInPlace(-1); nbRevert++; } // step 2 : rotate around u1 // Ru1(w1) = Ru1(w) = w2, and w2 belongs to plane xOz // u1 is yet in xOz and invariant by Ru1, so after this step u1 and w2 will be in xOz var w2; var v2; x = 0.0; y = 0.0; z = 0.0; sign = -1; if (BABYLON.Tools.WithinEpsilon(w.z, 0, BABYLON.Engine.Epsilon)) { x = 1.0; } else { t = u1.z / u1.x; x = -t * Math.sqrt(1 / (1 + t * t)); z = Math.sqrt(1 / (1 + t * t)); } w2 = new Vector3(x, y, z); w2.normalize(); v2 = Vector3.Cross(w2, u1); // v2 image of v1 through rotation around u1 v2.normalize(); cross = Vector3.Cross(w, w2); // returns same direction as u1 (=local x) if positive angle : cross(source, image) cross.normalize(); if (Vector3.Dot(u1, cross) < 0) { sign = 1.0; } dot = Vector3.Dot(w, w2); dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1] pitch = Math.acos(dot) * sign; if (Vector3.Dot(v2, Y) < 0) { pitch = Math.PI + pitch; v2 = v2.scaleInPlace(-1); w2 = w2.scaleInPlace(-1); nbRevert++; } // step 3 : rotate around v2 // Rv2(u1) = X, same as Rv2(w2) = Z, with X=(1,0,0) and Z=(0,0,1) sign = -1; cross = Vector3.Cross(X, u1); // returns same direction as Y if positive angle : cross(source, image) cross.normalize(); if (Vector3.Dot(cross, Y) < 0) { sign = 1.0; } dot = Vector3.Dot(u1, X); dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1] yaw = -Math.acos(dot) * sign; // negative : plane zOx oriented clockwise if (dot < 0 && nbRevert < 2) { yaw = Math.PI + yaw; } ref.x = pitch; ref.y = yaw; ref.z = roll; }; return Vector3; })(); BABYLON.Vector3 = Vector3; //Vector4 class created for EulerAngle class conversion to Quaternion var Vector4 = (function () { function Vector4(x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; } Vector4.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}"; }; // Operators Vector4.prototype.asArray = function () { var result = []; this.toArray(result, 0); return result; }; Vector4.prototype.toArray = function (array, index) { if (index === undefined) { index = 0; } array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; array[index + 3] = this.w; return this; }; Vector4.prototype.addInPlace = function (otherVector) { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; this.w += otherVector.w; return this; }; Vector4.prototype.add = function (otherVector) { return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w); }; Vector4.prototype.addToRef = function (otherVector, result) { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; result.w = this.w + otherVector.w; return this; }; Vector4.prototype.subtractInPlace = function (otherVector) { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; this.w -= otherVector.w; return this; }; Vector4.prototype.subtract = function (otherVector) { return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w); }; Vector4.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; result.w = this.w - otherVector.w; return this; }; Vector4.prototype.subtractFromFloats = function (x, y, z, w) { return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w); }; Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; result.w = this.w - w; return this; }; Vector4.prototype.negate = function () { return new Vector4(-this.x, -this.y, -this.z, -this.w); }; Vector4.prototype.scaleInPlace = function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }; Vector4.prototype.scale = function (scale) { return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale); }; Vector4.prototype.scaleToRef = function (scale, result) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; result.w = this.w * scale; }; Vector4.prototype.equals = function (otherVector) { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w; }; Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) { if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; } return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Tools.WithinEpsilon(this.z, otherVector.z, epsilon) && BABYLON.Tools.WithinEpsilon(this.w, otherVector.w, epsilon); }; Vector4.prototype.equalsToFloats = function (x, y, z, w) { return this.x === x && this.y === y && this.z === z && this.w === w; }; Vector4.prototype.multiplyInPlace = function (otherVector) { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; this.w *= otherVector.w; return this; }; Vector4.prototype.multiply = function (otherVector) { return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w); }; Vector4.prototype.multiplyToRef = function (otherVector, result) { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; result.w = this.w * otherVector.w; return this; }; Vector4.prototype.multiplyByFloats = function (x, y, z, w) { return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w); }; Vector4.prototype.divide = function (otherVector) { return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w); }; Vector4.prototype.divideToRef = function (otherVector, result) { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; result.w = this.w / otherVector.w; return this; }; Vector4.prototype.MinimizeInPlace = function (other) { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; if (other.w < this.w) this.w = other.w; return this; }; Vector4.prototype.MaximizeInPlace = function (other) { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; if (other.w > this.w) this.w = other.w; return this; }; // Properties Vector4.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; Vector4.prototype.lengthSquared = function () { return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; // Methods Vector4.prototype.normalize = function () { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; this.w *= num; return this; }; Vector4.prototype.clone = function () { return new Vector4(this.x, this.y, this.z, this.w); }; Vector4.prototype.copyFrom = function (source) { this.x = source.x; this.y = source.y; this.z = source.z; this.w = source.w; return this; }; Vector4.prototype.copyFromFloats = function (x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }; // Statics Vector4.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Vector4.FromArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; }; Vector4.FromFloatArrayToRef = function (array, offset, result) { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; }; Vector4.FromFloatsToRef = function (x, y, z, w, result) { result.x = x; result.y = y; result.z = z; result.w = w; }; Vector4.Zero = function () { return new Vector4(0, 0, 0, 0); }; Vector4.Normalize = function (vector) { var result = Vector4.Zero(); Vector4.NormalizeToRef(vector, result); return result; }; Vector4.NormalizeToRef = function (vector, result) { result.copyFrom(vector); result.normalize(); }; Vector4.Minimize = function (left, right) { var min = left.clone(); min.MinimizeInPlace(right); return min; }; Vector4.Maximize = function (left, right) { var max = left.clone(); max.MaximizeInPlace(right); return max; }; Vector4.Distance = function (value1, value2) { return Math.sqrt(Vector4.DistanceSquared(value1, value2)); }; Vector4.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; var w = value1.w - value2.w; return (x * x) + (y * y) + (z * z) + (w * w); }; Vector4.Center = function (value1, value2) { var center = value1.add(value2); center.scaleInPlace(0.5); return center; }; return Vector4; })(); BABYLON.Vector4 = Vector4; var Quaternion = (function () { function Quaternion(x, y, z, w) { if (x === void 0) { x = 0; } if (y === void 0) { y = 0; } if (z === void 0) { z = 0; } if (w === void 0) { w = 1; } this.x = x; this.y = y; this.z = z; this.w = w; } Quaternion.prototype.toString = function () { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}"; }; Quaternion.prototype.asArray = function () { return [this.x, this.y, this.z, this.w]; }; Quaternion.prototype.equals = function (otherQuaternion) { return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w; }; Quaternion.prototype.clone = function () { return new Quaternion(this.x, this.y, this.z, this.w); }; Quaternion.prototype.copyFrom = function (other) { this.x = other.x; this.y = other.y; this.z = other.z; this.w = other.w; return this; }; Quaternion.prototype.copyFromFloats = function (x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }; Quaternion.prototype.add = function (other) { return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w); }; Quaternion.prototype.subtract = function (other) { return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w); }; Quaternion.prototype.scale = function (value) { return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value); }; Quaternion.prototype.multiply = function (q1) { var result = new Quaternion(0, 0, 0, 1.0); this.multiplyToRef(q1, result); return result; }; Quaternion.prototype.multiplyToRef = function (q1, result) { var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x; var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y; var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z; var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w; result.copyFromFloats(x, y, z, w); return this; }; Quaternion.prototype.multiplyInPlace = function (q1) { this.multiplyToRef(q1, this); return this; }; Quaternion.prototype.length = function () { return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w)); }; Quaternion.prototype.normalize = function () { var length = 1.0 / this.length(); this.x *= length; this.y *= length; this.z *= length; this.w *= length; return this; }; Quaternion.prototype.toEulerAngles = function () { var result = Vector3.Zero(); this.toEulerAnglesToRef(result); return result; }; Quaternion.prototype.toEulerAnglesToRef = function (result) { //result is an EulerAngles in the in the z-x-z convention var qx = this.x; var qy = this.y; var qz = this.z; var qw = this.w; var qxy = qx * qy; var qxz = qx * qz; var qwy = qw * qy; var qwz = qw * qz; var qwx = qw * qx; var qyz = qy * qz; var sqx = qx * qx; var sqy = qy * qy; var determinant = sqx + sqy; if (determinant !== 0.000 && determinant !== 1.000) { result.x = Math.atan2(qxz + qwy, qwx - qyz); result.y = Math.acos(1 - 2 * determinant); result.z = Math.atan2(qxz - qwy, qwx + qyz); } else { if (determinant === 0.0) { result.x = 0.0; result.y = 0.0; result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) } else { result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) result.y = Math.PI; result.z = 0.0; } } return this; }; Quaternion.prototype.toRotationMatrix = function (result) { var xx = this.x * this.x; var yy = this.y * this.y; var zz = this.z * this.z; var xy = this.x * this.y; var zw = this.z * this.w; var zx = this.z * this.x; var yw = this.y * this.w; var yz = this.y * this.z; var xw = this.x * this.w; result.m[0] = 1.0 - (2.0 * (yy + zz)); result.m[1] = 2.0 * (xy + zw); result.m[2] = 2.0 * (zx - yw); result.m[3] = 0; result.m[4] = 2.0 * (xy - zw); result.m[5] = 1.0 - (2.0 * (zz + xx)); result.m[6] = 2.0 * (yz + xw); result.m[7] = 0; result.m[8] = 2.0 * (zx + yw); result.m[9] = 2.0 * (yz - xw); result.m[10] = 1.0 - (2.0 * (yy + xx)); result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; return this; }; Quaternion.prototype.fromRotationMatrix = function (matrix) { Quaternion.FromRotationMatrixToRef(matrix, this); return this; }; // Statics Quaternion.FromRotationMatrix = function (matrix) { var result = new Quaternion(); Quaternion.FromRotationMatrixToRef(matrix, result); return result; }; Quaternion.FromRotationMatrixToRef = function (matrix, result) { var data = matrix.m; var m11 = data[0], m12 = data[4], m13 = data[8]; var m21 = data[1], m22 = data[5], m23 = data[9]; var m31 = data[2], m32 = data[6], m33 = data[10]; var trace = m11 + m22 + m33; var s; if (trace > 0) { s = 0.5 / Math.sqrt(trace + 1.0); result.w = 0.25 / s; result.x = (m32 - m23) * s; result.y = (m13 - m31) * s; result.z = (m21 - m12) * s; } else if (m11 > m22 && m11 > m33) { s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); result.w = (m32 - m23) / s; result.x = 0.25 * s; result.y = (m12 + m21) / s; result.z = (m13 + m31) / s; } else if (m22 > m33) { s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); result.w = (m13 - m31) / s; result.x = (m12 + m21) / s; result.y = 0.25 * s; result.z = (m23 + m32) / s; } else { s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); result.w = (m21 - m12) / s; result.x = (m13 + m31) / s; result.y = (m23 + m32) / s; result.z = 0.25 * s; } }; Quaternion.Inverse = function (q) { return new Quaternion(-q.x, -q.y, -q.z, q.w); }; Quaternion.Identity = function () { return new Quaternion(0, 0, 0, 1); }; Quaternion.RotationAxis = function (axis, angle) { var result = new Quaternion(); var sin = Math.sin(angle / 2); axis.normalize(); result.w = Math.cos(angle / 2); result.x = axis.x * sin; result.y = axis.y * sin; result.z = axis.z * sin; return result; }; Quaternion.FromArray = function (array, offset) { if (!offset) { offset = 0; } return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); }; Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new Quaternion(); Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) { // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles) var halfRoll = roll * 0.5; var halfPitch = pitch * 0.5; var halfYaw = yaw * 0.5; var sinRoll = Math.sin(halfRoll); var cosRoll = Math.cos(halfRoll); var sinPitch = Math.sin(halfPitch); var cosPitch = Math.cos(halfPitch); var sinYaw = Math.sin(halfYaw); var cosYaw = Math.cos(halfYaw); result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll); result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll); result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll); result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll); }; Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) { var result = new Quaternion(); Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result); return result; }; Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) { // Produces a quaternion from Euler angles in the z-x-z orientation var halfGammaPlusAlpha = (gamma + alpha) * 0.5; var halfGammaMinusAlpha = (gamma - alpha) * 0.5; var halfBeta = beta * 0.5; result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta); result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta); result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta); result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta); }; Quaternion.Slerp = function (left, right, amount) { var num2; var num3; var num = amount; var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w); var flag = false; if (num4 < 0) { flag = true; num4 = -num4; } if (num4 > 0.999999) { num3 = 1 - num; num2 = flag ? -num : num; } else { var num5 = Math.acos(num4); var num6 = (1.0 / Math.sin(num5)); num3 = (Math.sin((1.0 - num) * num5)) * num6; num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6); } return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w)); }; return Quaternion; })(); BABYLON.Quaternion = Quaternion; var Matrix = (function () { function Matrix() { this.m = new Float32Array(16); } // Properties Matrix.prototype.isIdentity = function () { if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0) return false; if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 || this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 || this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 || this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) return false; return true; }; Matrix.prototype.determinant = function () { var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]); var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]); var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]); var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]); var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]); var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]); return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6)))); }; // Methods Matrix.prototype.toArray = function () { return this.m; }; Matrix.prototype.asArray = function () { return this.toArray(); }; Matrix.prototype.invert = function () { this.invertToRef(this); return this; }; Matrix.prototype.reset = function () { for (var index = 0; index < 16; index++) { this.m[index] = 0; } return this; }; Matrix.prototype.add = function (other) { var result = new Matrix(); this.addToRef(other, result); return result; }; Matrix.prototype.addToRef = function (other, result) { for (var index = 0; index < 16; index++) { result.m[index] = this.m[index] + other.m[index]; } return this; }; Matrix.prototype.addToSelf = function (other) { for (var index = 0; index < 16; index++) { this.m[index] += other.m[index]; } return this; }; Matrix.prototype.invertToRef = function (other) { var l1 = this.m[0]; var l2 = this.m[1]; var l3 = this.m[2]; var l4 = this.m[3]; var l5 = this.m[4]; var l6 = this.m[5]; var l7 = this.m[6]; var l8 = this.m[7]; var l9 = this.m[8]; var l10 = this.m[9]; var l11 = this.m[10]; var l12 = this.m[11]; var l13 = this.m[12]; var l14 = this.m[13]; var l15 = this.m[14]; var l16 = this.m[15]; var l17 = (l11 * l16) - (l12 * l15); var l18 = (l10 * l16) - (l12 * l14); var l19 = (l10 * l15) - (l11 * l14); var l20 = (l9 * l16) - (l12 * l13); var l21 = (l9 * l15) - (l11 * l13); var l22 = (l9 * l14) - (l10 * l13); var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19); var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21)); var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22); var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22)); var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26)); var l28 = (l7 * l16) - (l8 * l15); var l29 = (l6 * l16) - (l8 * l14); var l30 = (l6 * l15) - (l7 * l14); var l31 = (l5 * l16) - (l8 * l13); var l32 = (l5 * l15) - (l7 * l13); var l33 = (l5 * l14) - (l6 * l13); var l34 = (l7 * l12) - (l8 * l11); var l35 = (l6 * l12) - (l8 * l10); var l36 = (l6 * l11) - (l7 * l10); var l37 = (l5 * l12) - (l8 * l9); var l38 = (l5 * l11) - (l7 * l9); var l39 = (l5 * l10) - (l6 * l9); other.m[0] = l23 * l27; other.m[4] = l24 * l27; other.m[8] = l25 * l27; other.m[12] = l26 * l27; other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27; other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27; other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27; other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27; other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27; other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27; other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27; other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27; other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27; other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27; other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27; other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27; return this; }; Matrix.prototype.setTranslation = function (vector3) { this.m[12] = vector3.x; this.m[13] = vector3.y; this.m[14] = vector3.z; return this; }; Matrix.prototype.multiply = function (other) { var result = new Matrix(); this.multiplyToRef(other, result); return result; }; Matrix.prototype.copyFrom = function (other) { for (var index = 0; index < 16; index++) { this.m[index] = other.m[index]; } return this; }; Matrix.prototype.copyToArray = function (array, offset) { if (offset === void 0) { offset = 0; } for (var index = 0; index < 16; index++) { array[offset + index] = this.m[index]; } return this; }; Matrix.prototype.multiplyToRef = function (other, result) { this.multiplyToArray(other, result.m, 0); return this; }; Matrix.prototype.multiplyToArray = function (other, result, offset) { var tm0 = this.m[0]; var tm1 = this.m[1]; var tm2 = this.m[2]; var tm3 = this.m[3]; var tm4 = this.m[4]; var tm5 = this.m[5]; var tm6 = this.m[6]; var tm7 = this.m[7]; var tm8 = this.m[8]; var tm9 = this.m[9]; var tm10 = this.m[10]; var tm11 = this.m[11]; var tm12 = this.m[12]; var tm13 = this.m[13]; var tm14 = this.m[14]; var tm15 = this.m[15]; var om0 = other.m[0]; var om1 = other.m[1]; var om2 = other.m[2]; var om3 = other.m[3]; var om4 = other.m[4]; var om5 = other.m[5]; var om6 = other.m[6]; var om7 = other.m[7]; var om8 = other.m[8]; var om9 = other.m[9]; var om10 = other.m[10]; var om11 = other.m[11]; var om12 = other.m[12]; var om13 = other.m[13]; var om14 = other.m[14]; var om15 = other.m[15]; result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12; result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13; result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14; result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15; result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12; result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13; result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14; result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15; result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12; result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13; result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14; result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15; result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12; result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13; result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14; result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15; return this; }; Matrix.prototype.equals = function (value) { return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]); }; Matrix.prototype.clone = function () { return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]); }; Matrix.prototype.decompose = function (scale, rotation, translation) { translation.x = this.m[12]; translation.y = this.m[13]; translation.z = this.m[14]; var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1; var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1; var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1; scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]); scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]); scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]); if (scale.x === 0 || scale.y === 0 || scale.z === 0) { rotation.x = 0; rotation.y = 0; rotation.z = 0; rotation.w = 1; return false; } var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1); Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation); return true; }; // Statics Matrix.FromArray = function (array, offset) { var result = new Matrix(); if (!offset) { offset = 0; } Matrix.FromArrayToRef(array, offset, result); return result; }; Matrix.FromArrayToRef = function (array, offset, result) { for (var index = 0; index < 16; index++) { result.m[index] = array[index + offset]; } }; Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) { for (var index = 0; index < 16; index++) { result.m[index] = array[index + offset] * scale; } }; Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) { result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; }; Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) { var result = new Matrix(); result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; return result; }; Matrix.Compose = function (scale, rotation, translation) { var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1); var rotationMatrix = Matrix.Identity(); rotation.toRotationMatrix(rotationMatrix); result = result.multiply(rotationMatrix); result.setTranslation(translation); return result; }; Matrix.Identity = function () { return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0); }; Matrix.IdentityToRef = function (result) { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result); }; Matrix.Zero = function () { return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); }; Matrix.RotationX = function (angle) { var result = new Matrix(); Matrix.RotationXToRef(angle, result); return result; }; Matrix.Invert = function (source) { var result = new Matrix(); source.invertToRef(result); return result; }; Matrix.RotationXToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[0] = 1.0; result.m[15] = 1.0; result.m[5] = c; result.m[10] = c; result.m[9] = -s; result.m[6] = s; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[7] = 0; result.m[8] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationY = function (angle) { var result = new Matrix(); Matrix.RotationYToRef(angle, result); return result; }; Matrix.RotationYToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[5] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[2] = -s; result.m[8] = s; result.m[10] = c; result.m[1] = 0; result.m[3] = 0; result.m[4] = 0; result.m[6] = 0; result.m[7] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationZ = function (angle) { var result = new Matrix(); Matrix.RotationZToRef(angle, result); return result; }; Matrix.RotationZToRef = function (angle, result) { var s = Math.sin(angle); var c = Math.cos(angle); result.m[10] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[1] = s; result.m[4] = -s; result.m[5] = c; result.m[2] = 0; result.m[3] = 0; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; }; Matrix.RotationAxis = function (axis, angle) { var result = Matrix.Zero(); Matrix.RotationAxisToRef(axis, angle, result); return result; }; Matrix.RotationAxisToRef = function (axis, angle, result) { var s = Math.sin(-angle); var c = Math.cos(-angle); var c1 = 1 - c; axis.normalize(); result.m[0] = (axis.x * axis.x) * c1 + c; result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s); result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s); result.m[3] = 0.0; result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s); result.m[5] = (axis.y * axis.y) * c1 + c; result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s); result.m[7] = 0.0; result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s); result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s); result.m[10] = (axis.z * axis.z) * c1 + c; result.m[11] = 0.0; result.m[15] = 1.0; }; Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) { var result = new Matrix(); Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; }; Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) { Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion); this._tempQuaternion.toRotationMatrix(result); }; Matrix.Scaling = function (x, y, z) { var result = Matrix.Zero(); Matrix.ScalingToRef(x, y, z, result); return result; }; Matrix.ScalingToRef = function (x, y, z, result) { result.m[0] = x; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[5] = y; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[10] = z; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; }; Matrix.Translation = function (x, y, z) { var result = Matrix.Identity(); Matrix.TranslationToRef(x, y, z, result); return result; }; Matrix.TranslationToRef = function (x, y, z, result) { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result); }; Matrix.Lerp = function (startValue, endValue, gradient) { var startScale = new Vector3(0, 0, 0); var startRotation = new Quaternion(); var startTranslation = new Vector3(0, 0, 0); startValue.decompose(startScale, startRotation, startTranslation); var endScale = new Vector3(0, 0, 0); var endRotation = new Quaternion(); var endTranslation = new Vector3(0, 0, 0); endValue.decompose(endScale, endRotation, endTranslation); var resultScale = Vector3.Lerp(startScale, endScale, gradient); var resultRotation = Quaternion.Slerp(startRotation, endRotation, gradient); var resultTranslation = Vector3.Lerp(startTranslation, endTranslation, gradient); return Matrix.Compose(resultScale, resultRotation, resultTranslation); }; Matrix.LookAtLH = function (eye, target, up) { var result = Matrix.Zero(); Matrix.LookAtLHToRef(eye, target, up, result); return result; }; Matrix.LookAtLHToRef = function (eye, target, up, result) { // Z axis target.subtractToRef(eye, this._zAxis); this._zAxis.normalize(); // X axis Vector3.CrossToRef(up, this._zAxis, this._xAxis); if (this._xAxis.lengthSquared() === 0) { this._xAxis.x = 1.0; } else { this._xAxis.normalize(); } // Y axis Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis); this._yAxis.normalize(); // Eye angles var ex = -Vector3.Dot(this._xAxis, eye); var ey = -Vector3.Dot(this._yAxis, eye); var ez = -Vector3.Dot(this._zAxis, eye); return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result); }; Matrix.OrthoLH = function (width, height, znear, zfar) { var matrix = Matrix.Zero(); Matrix.OrthoLHToRef(width, height, znear, zfar, matrix); return matrix; }; Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) { var hw = 2.0 / width; var hh = 2.0 / height; var id = 1.0 / (zfar - znear); var nid = znear / (znear - zfar); Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result); }; Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) { var matrix = Matrix.Zero(); Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix); return matrix; }; Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) { result.m[0] = 2.0 / (right - left); result.m[1] = result.m[2] = result.m[3] = 0; result.m[5] = 2.0 / (top - bottom); result.m[4] = result.m[6] = result.m[7] = 0; result.m[10] = -1.0 / (znear - zfar); result.m[8] = result.m[9] = result.m[11] = 0; result.m[12] = (left + right) / (left - right); result.m[13] = (top + bottom) / (bottom - top); result.m[14] = znear / (znear - zfar); result.m[15] = 1.0; }; Matrix.PerspectiveLH = function (width, height, znear, zfar) { var matrix = Matrix.Zero(); matrix.m[0] = (2.0 * znear) / width; matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0; matrix.m[5] = (2.0 * znear) / height; matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0; matrix.m[10] = -zfar / (znear - zfar); matrix.m[8] = matrix.m[9] = 0.0; matrix.m[11] = 1.0; matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0; matrix.m[14] = (znear * zfar) / (znear - zfar); return matrix; }; Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) { var matrix = Matrix.Zero(); Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix); return matrix; }; Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, fovMode) { if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; } var tan = 1.0 / (Math.tan(fov * 0.5)); var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED); if (v_fixed) { result.m[0] = tan / aspect; } else { result.m[0] = tan; } result.m[1] = result.m[2] = result.m[3] = 0.0; if (v_fixed) { result.m[5] = tan; } else { result.m[5] = tan * aspect; } result.m[4] = result.m[6] = result.m[7] = 0.0; result.m[8] = result.m[9] = 0.0; result.m[10] = -zfar / (znear - zfar); result.m[11] = 1.0; result.m[12] = result.m[13] = result.m[15] = 0.0; result.m[14] = (znear * zfar) / (znear - zfar); }; Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, zmax - zmin, 0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1); return world.multiply(view).multiply(projection).multiply(viewportMatrix); }; Matrix.GetAsMatrix2x2 = function (matrix) { return new Float32Array([ matrix.m[0], matrix.m[1], matrix.m[4], matrix.m[5] ]); }; Matrix.GetAsMatrix3x3 = function (matrix) { return new Float32Array([ matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[8], matrix.m[9], matrix.m[10] ]); }; Matrix.Transpose = function (matrix) { var result = new Matrix(); result.m[0] = matrix.m[0]; result.m[1] = matrix.m[4]; result.m[2] = matrix.m[8]; result.m[3] = matrix.m[12]; result.m[4] = matrix.m[1]; result.m[5] = matrix.m[5]; result.m[6] = matrix.m[9]; result.m[7] = matrix.m[13]; result.m[8] = matrix.m[2]; result.m[9] = matrix.m[6]; result.m[10] = matrix.m[10]; result.m[11] = matrix.m[14]; result.m[12] = matrix.m[3]; result.m[13] = matrix.m[7]; result.m[14] = matrix.m[11]; result.m[15] = matrix.m[15]; return result; }; Matrix.Reflection = function (plane) { var matrix = new Matrix(); Matrix.ReflectionToRef(plane, matrix); return matrix; }; Matrix.ReflectionToRef = function (plane, result) { plane.normalize(); var x = plane.normal.x; var y = plane.normal.y; var z = plane.normal.z; var temp = -2 * x; var temp2 = -2 * y; var temp3 = -2 * z; result.m[0] = (temp * x) + 1; result.m[1] = temp2 * x; result.m[2] = temp3 * x; result.m[3] = 0.0; result.m[4] = temp * y; result.m[5] = (temp2 * y) + 1; result.m[6] = temp3 * y; result.m[7] = 0.0; result.m[8] = temp * z; result.m[9] = temp2 * z; result.m[10] = (temp3 * z) + 1; result.m[11] = 0.0; result.m[12] = temp * plane.d; result.m[13] = temp2 * plane.d; result.m[14] = temp3 * plane.d; result.m[15] = 1.0; }; Matrix._tempQuaternion = new Quaternion(); Matrix._xAxis = Vector3.Zero(); Matrix._yAxis = Vector3.Zero(); Matrix._zAxis = Vector3.Zero(); return Matrix; })(); BABYLON.Matrix = Matrix; var Plane = (function () { function Plane(a, b, c, d) { this.normal = new Vector3(a, b, c); this.d = d; } Plane.prototype.asArray = function () { return [this.normal.x, this.normal.y, this.normal.z, this.d]; }; // Methods Plane.prototype.clone = function () { return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d); }; Plane.prototype.normalize = function () { var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z))); var magnitude = 0; if (norm !== 0) { magnitude = 1.0 / norm; } this.normal.x *= magnitude; this.normal.y *= magnitude; this.normal.z *= magnitude; this.d *= magnitude; return this; }; Plane.prototype.transform = function (transformation) { var transposedMatrix = Matrix.Transpose(transformation); var x = this.normal.x; var y = this.normal.y; var z = this.normal.z; var d = this.d; var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]); var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]); var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]); var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]); return new Plane(normalX, normalY, normalZ, finalD); }; Plane.prototype.dotCoordinate = function (point) { return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d); }; Plane.prototype.copyFromPoints = function (point1, point2, point3) { var x1 = point2.x - point1.x; var y1 = point2.y - point1.y; var z1 = point2.z - point1.z; var x2 = point3.x - point1.x; var y2 = point3.y - point1.y; var z2 = point3.z - point1.z; var yz = (y1 * z2) - (z1 * y2); var xz = (z1 * x2) - (x1 * z2); var xy = (x1 * y2) - (y1 * x2); var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy))); var invPyth; if (pyth !== 0) { invPyth = 1.0 / pyth; } else { invPyth = 0; } this.normal.x = yz * invPyth; this.normal.y = xz * invPyth; this.normal.z = xy * invPyth; this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z)); return this; }; Plane.prototype.isFrontFacingTo = function (direction, epsilon) { var dot = Vector3.Dot(this.normal, direction); return (dot <= epsilon); }; Plane.prototype.signedDistanceTo = function (point) { return Vector3.Dot(point, this.normal) + this.d; }; // Statics Plane.FromArray = function (array) { return new Plane(array[0], array[1], array[2], array[3]); }; Plane.FromPoints = function (point1, point2, point3) { var result = new Plane(0, 0, 0, 0); result.copyFromPoints(point1, point2, point3); return result; }; Plane.FromPositionAndNormal = function (origin, normal) { var result = new Plane(0, 0, 0, 0); normal.normalize(); result.normal = normal; result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return result; }; Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) { var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return Vector3.Dot(point, normal) + d; }; return Plane; })(); BABYLON.Plane = Plane; var Viewport = (function () { function Viewport(x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; } Viewport.prototype.toGlobal = function (engine) { var width = engine.getRenderWidth(); var height = engine.getRenderHeight(); return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height); }; return Viewport; })(); BABYLON.Viewport = Viewport; var Frustum = (function () { function Frustum() { } Frustum.GetPlanes = function (transform) { var frustumPlanes = []; for (var index = 0; index < 6; index++) { frustumPlanes.push(new Plane(0, 0, 0, 0)); } Frustum.GetPlanesToRef(transform, frustumPlanes); return frustumPlanes; }; Frustum.GetPlanesToRef = function (transform, frustumPlanes) { // Near frustumPlanes[0].normal.x = transform.m[3] + transform.m[2]; frustumPlanes[0].normal.y = transform.m[7] + transform.m[6]; frustumPlanes[0].normal.z = transform.m[11] + transform.m[10]; frustumPlanes[0].d = transform.m[15] + transform.m[14]; frustumPlanes[0].normalize(); // Far frustumPlanes[1].normal.x = transform.m[3] - transform.m[2]; frustumPlanes[1].normal.y = transform.m[7] - transform.m[6]; frustumPlanes[1].normal.z = transform.m[11] - transform.m[10]; frustumPlanes[1].d = transform.m[15] - transform.m[14]; frustumPlanes[1].normalize(); // Left frustumPlanes[2].normal.x = transform.m[3] + transform.m[0]; frustumPlanes[2].normal.y = transform.m[7] + transform.m[4]; frustumPlanes[2].normal.z = transform.m[11] + transform.m[8]; frustumPlanes[2].d = transform.m[15] + transform.m[12]; frustumPlanes[2].normalize(); // Right frustumPlanes[3].normal.x = transform.m[3] - transform.m[0]; frustumPlanes[3].normal.y = transform.m[7] - transform.m[4]; frustumPlanes[3].normal.z = transform.m[11] - transform.m[8]; frustumPlanes[3].d = transform.m[15] - transform.m[12]; frustumPlanes[3].normalize(); // Top frustumPlanes[4].normal.x = transform.m[3] - transform.m[1]; frustumPlanes[4].normal.y = transform.m[7] - transform.m[5]; frustumPlanes[4].normal.z = transform.m[11] - transform.m[9]; frustumPlanes[4].d = transform.m[15] - transform.m[13]; frustumPlanes[4].normalize(); // Bottom frustumPlanes[5].normal.x = transform.m[3] + transform.m[1]; frustumPlanes[5].normal.y = transform.m[7] + transform.m[5]; frustumPlanes[5].normal.z = transform.m[11] + transform.m[9]; frustumPlanes[5].d = transform.m[15] + transform.m[13]; frustumPlanes[5].normalize(); }; return Frustum; })(); BABYLON.Frustum = Frustum; var Ray = (function () { function Ray(origin, direction, length) { if (length === void 0) { length = Number.MAX_VALUE; } this.origin = origin; this.direction = direction; this.length = length; } // Methods Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) { var d = 0.0; var maxValue = Number.MAX_VALUE; var inv; var min; var max; var temp; if (Math.abs(this.direction.x) < 0.0000001) { if (this.origin.x < minimum.x || this.origin.x > maximum.x) { return false; } } else { inv = 1.0 / this.direction.x; min = (minimum.x - this.origin.x) * inv; max = (maximum.x - this.origin.x) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.y) < 0.0000001) { if (this.origin.y < minimum.y || this.origin.y > maximum.y) { return false; } } else { inv = 1.0 / this.direction.y; min = (minimum.y - this.origin.y) * inv; max = (maximum.y - this.origin.y) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.z) < 0.0000001) { if (this.origin.z < minimum.z || this.origin.z > maximum.z) { return false; } } else { inv = 1.0 / this.direction.z; min = (minimum.z - this.origin.z) * inv; max = (maximum.z - this.origin.z) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } return true; }; Ray.prototype.intersectsBox = function (box) { return this.intersectsBoxMinMax(box.minimum, box.maximum); }; Ray.prototype.intersectsSphere = function (sphere) { var x = sphere.center.x - this.origin.x; var y = sphere.center.y - this.origin.y; var z = sphere.center.z - this.origin.z; var pyth = (x * x) + (y * y) + (z * z); var rr = sphere.radius * sphere.radius; if (pyth <= rr) { return true; } var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z); if (dot < 0.0) { return false; } var temp = pyth - (dot * dot); return temp <= rr; }; Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) { if (!this._edge1) { this._edge1 = Vector3.Zero(); this._edge2 = Vector3.Zero(); this._pvec = Vector3.Zero(); this._tvec = Vector3.Zero(); this._qvec = Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return null; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return null; } Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = Vector3.Dot(this.direction, this._qvec) * invdet; if (bv < 0 || bu + bv > 1.0) { return null; } //check if the distance is longer than the predefined length. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet; if (distance > this.length) { return null; } return new BABYLON.IntersectionInfo(bu, bv, distance); }; // Statics Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) { var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection); var direction = end.subtract(start); direction.normalize(); return new Ray(start, direction); }; /** * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be * transformed to the given world matrix. * @param origin The origin point * @param end The end point * @param world a matrix to transform the ray to. Default is the identity matrix. */ Ray.CreateNewFromTo = function (origin, end, world) { if (world === void 0) { world = Matrix.Identity(); } var direction = end.subtract(origin); var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z)); direction.normalize(); return Ray.Transform(new Ray(origin, direction, length), world); }; Ray.Transform = function (ray, matrix) { var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = Vector3.TransformNormal(ray.direction, matrix); return new Ray(newOrigin, newDirection, ray.length); }; return Ray; })(); BABYLON.Ray = Ray; (function (Space) { Space[Space["LOCAL"] = 0] = "LOCAL"; Space[Space["WORLD"] = 1] = "WORLD"; })(BABYLON.Space || (BABYLON.Space = {})); var Space = BABYLON.Space; var Axis = (function () { function Axis() { } Axis.X = new Vector3(1, 0, 0); Axis.Y = new Vector3(0, 1, 0); Axis.Z = new Vector3(0, 0, 1); return Axis; })(); BABYLON.Axis = Axis; ; var BezierCurve = (function () { function BezierCurve() { } BezierCurve.interpolate = function (t, x1, y1, x2, y2) { // Extract X (which is equal to time here) var f0 = 1 - 3 * x2 + 3 * x1; var f1 = 3 * x2 - 6 * x1; var f2 = 3 * x1; var refinedT = t; for (var i = 0; i < 5; i++) { var refinedT2 = refinedT * refinedT; var refinedT3 = refinedT2 * refinedT; var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT; var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2); refinedT -= (x - t) * slope; refinedT = Math.min(1, Math.max(0, refinedT)); } // Resolve cubic bezier for the given x return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3); }; return BezierCurve; })(); BABYLON.BezierCurve = BezierCurve; (function (Orientation) { Orientation[Orientation["CW"] = 0] = "CW"; Orientation[Orientation["CCW"] = 1] = "CCW"; })(BABYLON.Orientation || (BABYLON.Orientation = {})); var Orientation = BABYLON.Orientation; var Angle = (function () { function Angle(radians) { var _this = this; this.degrees = function () { return _this._radians * 180 / Math.PI; }; this.radians = function () { return _this._radians; }; this._radians = radians; if (this._radians < 0) this._radians += (2 * Math.PI); } Angle.BetweenTwoPoints = function (a, b) { var delta = b.subtract(a); var theta = Math.atan2(delta.y, delta.x); return new Angle(theta); }; Angle.FromRadians = function (radians) { return new Angle(radians); }; Angle.FromDegrees = function (degrees) { return new Angle(degrees * Math.PI / 180); }; return Angle; })(); BABYLON.Angle = Angle; var Arc2 = (function () { function Arc2(startPoint, midPoint, endPoint) { this.startPoint = startPoint; this.midPoint = midPoint; this.endPoint = endPoint; var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2); var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.; var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.; var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y); this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det); this.radius = this.centerPoint.subtract(this.startPoint).length(); this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint); var a1 = this.startAngle.degrees(); var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees(); var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees(); // angles correction if (a2 - a1 > +180.0) a2 -= 360.0; if (a2 - a1 < -180.0) a2 += 360.0; if (a3 - a2 > +180.0) a3 -= 360.0; if (a3 - a2 < -180.0) a3 += 360.0; this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW; this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1); } return Arc2; })(); BABYLON.Arc2 = Arc2; var PathCursor = (function () { function PathCursor(path) { this.path = path; this._onchange = new Array(); this.value = 0; this.animations = new Array(); } PathCursor.prototype.getPoint = function () { var point = this.path.getPointAtLengthPosition(this.value); return new Vector3(point.x, 0, point.y); }; PathCursor.prototype.moveAhead = function (step) { if (step === void 0) { step = 0.002; } this.move(step); return this; }; PathCursor.prototype.moveBack = function (step) { if (step === void 0) { step = 0.002; } this.move(-step); return this; }; PathCursor.prototype.move = function (step) { if (Math.abs(step) > 1) { throw "step size should be less than 1."; } this.value += step; this.ensureLimits(); this.raiseOnChange(); return this; }; PathCursor.prototype.ensureLimits = function () { while (this.value > 1) { this.value -= 1; } while (this.value < 0) { this.value += 1; } return this; }; // used by animation engine PathCursor.prototype.markAsDirty = function (propertyName) { this.ensureLimits(); this.raiseOnChange(); return this; }; PathCursor.prototype.raiseOnChange = function () { var _this = this; this._onchange.forEach(function (f) { return f(_this); }); return this; }; PathCursor.prototype.onchange = function (f) { this._onchange.push(f); return this; }; return PathCursor; })(); BABYLON.PathCursor = PathCursor; var Path2 = (function () { function Path2(x, y) { this._points = new Array(); this._length = 0; this.closed = false; this._points.push(new Vector2(x, y)); } Path2.prototype.addLineTo = function (x, y) { if (closed) { BABYLON.Tools.Error("cannot add lines to closed paths"); return this; } var newPoint = new Vector2(x, y); var previousPoint = this._points[this._points.length - 1]; this._points.push(newPoint); this._length += newPoint.subtract(previousPoint).length(); return this; }; Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) { if (numberOfSegments === void 0) { numberOfSegments = 36; } if (closed) { BABYLON.Tools.Error("cannot add arcs to closed paths"); return this; } var startPoint = this._points[this._points.length - 1]; var midPoint = new Vector2(midX, midY); var endPoint = new Vector2(endX, endY); var arc = new Arc2(startPoint, midPoint, endPoint); var increment = arc.angle.radians() / numberOfSegments; if (arc.orientation === Orientation.CW) increment *= -1; var currentAngle = arc.startAngle.radians() + increment; for (var i = 0; i < numberOfSegments; i++) { var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x; var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y; this.addLineTo(x, y); currentAngle += increment; } return this; }; Path2.prototype.close = function () { this.closed = true; return this; }; Path2.prototype.length = function () { var result = this._length; if (!this.closed) { var lastPoint = this._points[this._points.length - 1]; var firstPoint = this._points[0]; result += (firstPoint.subtract(lastPoint).length()); } return result; }; Path2.prototype.getPoints = function () { return this._points; }; Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) { if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) { BABYLON.Tools.Error("normalized length position should be between 0 and 1."); return Vector2.Zero(); } var lengthPosition = normalizedLengthPosition * this.length(); var previousOffset = 0; for (var i = 0; i < this._points.length; i++) { var j = (i + 1) % this._points.length; var a = this._points[i]; var b = this._points[j]; var bToA = b.subtract(a); var nextOffset = (bToA.length() + previousOffset); if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) { var dir = bToA.normalize(); var localOffset = lengthPosition - previousOffset; return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset)); } previousOffset = nextOffset; } BABYLON.Tools.Error("internal error"); return Vector2.Zero(); }; Path2.StartingAt = function (x, y) { return new Path2(x, y); }; return Path2; })(); BABYLON.Path2 = Path2; var Path3D = (function () { /** * new Path3D(path, normal, raw) * path : an array of Vector3, the curve axis of the Path3D * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal. * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed. */ function Path3D(path, firstNormal, raw) { this.path = path; this._curve = new Array(); this._distances = new Array(); this._tangents = new Array(); this._normals = new Array(); this._binormals = new Array(); for (var p = 0; p < path.length; p++) { this._curve[p] = path[p].clone(); // hard copy } this._raw = raw || false; this._compute(firstNormal); } Path3D.prototype.getCurve = function () { return this._curve; }; Path3D.prototype.getTangents = function () { return this._tangents; }; Path3D.prototype.getNormals = function () { return this._normals; }; Path3D.prototype.getBinormals = function () { return this._binormals; }; Path3D.prototype.getDistances = function () { return this._distances; }; Path3D.prototype.update = function (path, firstNormal) { for (var p = 0; p < path.length; p++) { this._curve[p].x = path[p].x; this._curve[p].y = path[p].y; this._curve[p].z = path[p].z; } this._compute(firstNormal); return this; }; // private function compute() : computes tangents, normals and binormals Path3D.prototype._compute = function (firstNormal) { var l = this._curve.length; // first and last tangents this._tangents[0] = this._getFirstNonNullVector(0); if (!this._raw) { this._tangents[0].normalize(); } this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]); if (!this._raw) { this._tangents[l - 1].normalize(); } // normals and binormals at first point : arbitrary vector with _normalVector() var tg0 = this._tangents[0]; var pp0 = this._normalVector(this._curve[0], tg0, firstNormal); this._normals[0] = pp0; if (!this._raw) { this._normals[0].normalize(); } this._binormals[0] = Vector3.Cross(tg0, this._normals[0]); if (!this._raw) { this._binormals[0].normalize(); } this._distances[0] = 0; // normals and binormals : next points var prev; // previous vector (segment) var cur; // current vector (segment) var curTang; // current tangent // previous normal var prevBinor; // previous binormal for (var i = 1; i < l; i++) { // tangents prev = this._getLastNonNullVector(i); if (i < l - 1) { cur = this._getFirstNonNullVector(i); this._tangents[i] = prev.add(cur); this._tangents[i].normalize(); } this._distances[i] = this._distances[i - 1] + prev.length(); // normals and binormals // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html curTang = this._tangents[i]; prevBinor = this._binormals[i - 1]; this._normals[i] = Vector3.Cross(prevBinor, curTang); if (!this._raw) { this._normals[i].normalize(); } this._binormals[i] = Vector3.Cross(curTang, this._normals[i]); if (!this._raw) { this._binormals[i].normalize(); } } }; // private function getFirstNonNullVector(index) // returns the first non null vector from index : curve[index + N].subtract(curve[index]) Path3D.prototype._getFirstNonNullVector = function (index) { var i = 1; var nNVector = this._curve[index + i].subtract(this._curve[index]); while (nNVector.length() === 0 && index + i + 1 < this._curve.length) { i++; nNVector = this._curve[index + i].subtract(this._curve[index]); } return nNVector; }; // private function getLastNonNullVector(index) // returns the last non null vector from index : curve[index].subtract(curve[index - N]) Path3D.prototype._getLastNonNullVector = function (index) { var i = 1; var nLVector = this._curve[index].subtract(this._curve[index - i]); while (nLVector.length() === 0 && index > i + 1) { i++; nLVector = this._curve[index].subtract(this._curve[index - i]); } return nLVector; }; // private function normalVector(v0, vt, va) : // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0 Path3D.prototype._normalVector = function (v0, vt, va) { var normal0; if (va === undefined || va === null) { var point; if (!BABYLON.Tools.WithinEpsilon(vt.y, 1, BABYLON.Engine.Epsilon)) { point = new Vector3(0, -1, 0); } else if (!BABYLON.Tools.WithinEpsilon(vt.x, 1, BABYLON.Engine.Epsilon)) { point = new Vector3(1, 0, 0); } else if (!BABYLON.Tools.WithinEpsilon(vt.z, 1, BABYLON.Engine.Epsilon)) { point = new Vector3(0, 0, 1); } normal0 = Vector3.Cross(vt, point); } else { normal0 = Vector3.Cross(vt, va); Vector3.CrossToRef(normal0, vt, normal0); } normal0.normalize(); return normal0; }; return Path3D; })(); BABYLON.Path3D = Path3D; var Curve3 = (function () { function Curve3(points) { this._length = 0; this._points = points; this._length = this._computeLength(points); } // QuadraticBezier(origin_V3, control_V3, destination_V3, nbPoints) Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) { nbPoints = nbPoints > 2 ? nbPoints : 3; var bez = new Array(); var equation = function (t, val0, val1, val2) { var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2; return res; }; for (var i = 0; i <= nbPoints; i++) { bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z))); } return new Curve3(bez); }; // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3, nbPoints) Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) { nbPoints = nbPoints > 3 ? nbPoints : 4; var bez = new Array(); var equation = function (t, val0, val1, val2, val3) { var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3; return res; }; for (var i = 0; i <= nbPoints; i++) { bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z))); } return new Curve3(bez); }; // HermiteSpline(origin_V3, originTangent_V3, destination_V3, destinationTangent_V3, nbPoints) Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) { var hermite = new Array(); var step = 1 / nbPoints; for (var i = 0; i <= nbPoints; i++) { hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step)); } return new Curve3(hermite); }; Curve3.prototype.getPoints = function () { return this._points; }; Curve3.prototype.length = function () { return this._length; }; Curve3.prototype.continue = function (curve) { var lastPoint = this._points[this._points.length - 1]; var continuedPoints = this._points.slice(); var curvePoints = curve.getPoints(); for (var i = 1; i < curvePoints.length; i++) { continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint)); } var continuedCurve = new Curve3(continuedPoints); return continuedCurve; }; Curve3.prototype._computeLength = function (path) { var l = 0; for (var i = 1; i < path.length; i++) { l += (path[i].subtract(path[i - 1])).length(); } return l; }; return Curve3; })(); BABYLON.Curve3 = Curve3; // Vertex formats var PositionNormalVertex = (function () { function PositionNormalVertex(position, normal) { if (position === void 0) { position = Vector3.Zero(); } if (normal === void 0) { normal = Vector3.Up(); } this.position = position; this.normal = normal; } PositionNormalVertex.prototype.clone = function () { return new PositionNormalVertex(this.position.clone(), this.normal.clone()); }; return PositionNormalVertex; })(); BABYLON.PositionNormalVertex = PositionNormalVertex; var PositionNormalTextureVertex = (function () { function PositionNormalTextureVertex(position, normal, uv) { if (position === void 0) { position = Vector3.Zero(); } if (normal === void 0) { normal = Vector3.Up(); } if (uv === void 0) { uv = Vector2.Zero(); } this.position = position; this.normal = normal; this.uv = uv; } PositionNormalTextureVertex.prototype.clone = function () { return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone()); }; return PositionNormalTextureVertex; })(); BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Database = (function () { function Database(urlToScene, callbackManifestChecked) { // Handling various flavors of prefixed version of IndexedDB this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB); this.callbackManifestChecked = callbackManifestChecked; this.currentSceneUrl = Database.ReturnFullUrlLocation(urlToScene); this.db = null; this.enableSceneOffline = false; this.enableTexturesOffline = false; this.manifestVersionFound = 0; this.mustUpdateRessources = false; this.hasReachedQuota = false; if (!Database.IDBStorageEnabled) { this.callbackManifestChecked(true); } else { this.checkManifestFile(); } } Database.prototype.checkManifestFile = function () { var _this = this; function noManifestFile() { that.enableSceneOffline = false; that.enableTexturesOffline = false; that.callbackManifestChecked(false); } var that = this; var manifestURL = this.currentSceneUrl + ".manifest"; var xhr = new XMLHttpRequest(); var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime(); xhr.open("GET", manifestURLTimeStamped, true); xhr.addEventListener("load", function () { if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) { try { var manifestFile = JSON.parse(xhr.response); _this.enableSceneOffline = manifestFile.enableSceneOffline; _this.enableTexturesOffline = manifestFile.enableTexturesOffline; if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) { _this.manifestVersionFound = manifestFile.version; } if (_this.callbackManifestChecked) { _this.callbackManifestChecked(true); } } catch (ex) { noManifestFile(); } } else { noManifestFile(); } }, false); xhr.addEventListener("error", function (event) { noManifestFile(); }, false); try { xhr.send(); } catch (ex) { BABYLON.Tools.Error("Error on XHR send request."); that.callbackManifestChecked(false); } }; Database.prototype.openAsync = function (successCallback, errorCallback) { var _this = this; function handleError() { that.isSupported = false; if (errorCallback) errorCallback(); } var that = this; if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) { // Your browser doesn't support IndexedDB this.isSupported = false; if (errorCallback) errorCallback(); } else { // If the DB hasn't been opened or created yet if (!this.db) { this.hasReachedQuota = false; this.isSupported = true; var request = this.idbFactory.open("babylonjs", 1); // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB request.onerror = function (event) { handleError(); }; // executes when a version change transaction cannot complete due to other active transactions request.onblocked = function (event) { BABYLON.Tools.Error("IDB request blocked. Please reload the page."); handleError(); }; // DB has been opened successfully request.onsuccess = function (event) { _this.db = request.result; successCallback(); }; // Initialization of the DB. Creating Scenes & Textures stores request.onupgradeneeded = function (event) { _this.db = (event.target).result; try { var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" }); var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" }); var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" }); } catch (ex) { BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message); handleError(); } }; } else { if (successCallback) successCallback(); } } }; Database.prototype.loadImageFromDB = function (url, image) { var _this = this; var completeURL = Database.ReturnFullUrlLocation(url); var saveAndLoadImage = function () { if (!_this.hasReachedQuota && _this.db !== null) { // the texture is not yet in the DB, let's try to save it _this._saveImageIntoDBAsync(completeURL, image); } else { image.src = url; } }; if (!this.mustUpdateRessources) { this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage); } else { saveAndLoadImage(); } }; Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) { if (this.isSupported && this.db !== null) { var texture; var transaction = this.db.transaction(["textures"]); transaction.onabort = function (event) { image.src = url; }; transaction.oncomplete = function (event) { var blobTextureURL; if (texture) { var URL = window.URL || window.webkitURL; blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true }); image.onerror = function () { BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url); image.src = url; }; image.src = blobTextureURL; } else { notInDBCallback(); } }; var getRequest = transaction.objectStore("textures").get(url); getRequest.onsuccess = function (event) { texture = (event.target).result; }; getRequest.onerror = function (event) { BABYLON.Tools.Error("Error loading texture " + url + " from DB."); image.src = url; }; } else { BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open."); image.src = url; } }; Database.prototype._saveImageIntoDBAsync = function (url, image) { var _this = this; if (this.isSupported) { // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on var generateBlobUrl = function () { var blobTextureURL; if (blob) { var URL = window.URL || window.webkitURL; try { blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true }); } // Chrome is raising a type error if we're setting the oneTimeOnly parameter catch (ex) { blobTextureURL = URL.createObjectURL(blob); } } image.src = blobTextureURL; }; if (Database.IsUASupportingBlobStorage) { var xhr = new XMLHttpRequest(), blob; xhr.open("GET", url, true); xhr.responseType = "blob"; xhr.addEventListener("load", function () { if (xhr.status === 200) { // Blob as response (XHR2) blob = xhr.response; var transaction = _this.db.transaction(["textures"], "readwrite"); // the transaction could abort because of a QuotaExceededError error transaction.onabort = function (event) { try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3 if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") { this.hasReachedQuota = true; } } catch (ex) { } generateBlobUrl(); }; transaction.oncomplete = function (event) { generateBlobUrl(); }; var newTexture = { textureUrl: url, data: blob }; try { // Put the blob into the dabase var addRequest = transaction.objectStore("textures").put(newTexture); addRequest.onsuccess = function (event) { }; addRequest.onerror = function (event) { generateBlobUrl(); }; } catch (ex) { // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB if (ex.code === 25) { Database.IsUASupportingBlobStorage = false; } image.src = url; } } else { image.src = url; } }, false); xhr.addEventListener("error", function (event) { BABYLON.Tools.Error("Error in XHR request in BABYLON.Database."); image.src = url; }, false); xhr.send(); } else { image.src = url; } } else { BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open."); image.src = url; } }; Database.prototype._checkVersionFromDB = function (url, versionLoaded) { var _this = this; var updateVersion = function (event) { // the version is not yet in the DB or we need to update it _this._saveVersionIntoDBAsync(url, versionLoaded); }; this._loadVersionFromDBAsync(url, versionLoaded, updateVersion); }; Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) { var _this = this; if (this.isSupported) { var version; try { var transaction = this.db.transaction(["versions"]); transaction.oncomplete = function (event) { if (version) { // If the version in the JSON file is > than the version in DB if (_this.manifestVersionFound > version.data) { _this.mustUpdateRessources = true; updateInDBCallback(); } else { callback(version.data); } } else { _this.mustUpdateRessources = true; updateInDBCallback(); } }; transaction.onabort = function (event) { callback(-1); }; var getRequest = transaction.objectStore("versions").get(url); getRequest.onsuccess = function (event) { version = (event.target).result; }; getRequest.onerror = function (event) { BABYLON.Tools.Error("Error loading version for scene " + url + " from DB."); callback(-1); }; } catch (ex) { BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message); callback(-1); } } else { BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open."); callback(-1); } }; Database.prototype._saveVersionIntoDBAsync = function (url, callback) { var _this = this; if (this.isSupported && !this.hasReachedQuota) { try { // Open a transaction to the database var transaction = this.db.transaction(["versions"], "readwrite"); // the transaction could abort because of a QuotaExceededError error transaction.onabort = function (event) { try { if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") { _this.hasReachedQuota = true; } } catch (ex) { } callback(-1); }; transaction.oncomplete = function (event) { callback(_this.manifestVersionFound); }; var newVersion = { sceneUrl: url, data: this.manifestVersionFound }; // Put the scene into the database var addRequest = transaction.objectStore("versions").put(newVersion); addRequest.onsuccess = function (event) { }; addRequest.onerror = function (event) { BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database."); }; } catch (ex) { BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message); callback(-1); } } else { callback(-1); } }; Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) { var _this = this; var completeUrl = Database.ReturnFullUrlLocation(url); var saveAndLoadFile = function (event) { // the scene is not yet in the DB, let's try to save it _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack); }; this._checkVersionFromDB(completeUrl, function (version) { if (version !== -1) { if (!_this.mustUpdateRessources) { _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer); } else { _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer); } } else { errorCallback(); } }); }; Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) { if (this.isSupported) { var targetStore; if (url.indexOf(".babylon") !== -1) { targetStore = "scenes"; } else { targetStore = "textures"; } var file; var transaction = this.db.transaction([targetStore]); transaction.oncomplete = function (event) { if (file) { callback(file.data); } else { notInDBCallback(); } }; transaction.onabort = function (event) { notInDBCallback(); }; var getRequest = transaction.objectStore(targetStore).get(url); getRequest.onsuccess = function (event) { file = (event.target).result; }; getRequest.onerror = function (event) { BABYLON.Tools.Error("Error loading file " + url + " from DB."); notInDBCallback(); }; } else { BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open."); callback(); } }; Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) { var _this = this; if (this.isSupported) { var targetStore; if (url.indexOf(".babylon") !== -1) { targetStore = "scenes"; } else { targetStore = "textures"; } // Create XHR var xhr = new XMLHttpRequest(), fileData; xhr.open("GET", url, true); if (useArrayBuffer) { xhr.responseType = "arraybuffer"; } xhr.onprogress = progressCallback; xhr.addEventListener("load", function () { if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) { // Blob as response (XHR2) //fileData = xhr.responseText; fileData = !useArrayBuffer ? xhr.responseText : xhr.response; if (!_this.hasReachedQuota) { // Open a transaction to the database var transaction = _this.db.transaction([targetStore], "readwrite"); // the transaction could abort because of a QuotaExceededError error transaction.onabort = function (event) { try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3 if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") { this.hasReachedQuota = true; } } catch (ex) { } callback(fileData); }; transaction.oncomplete = function (event) { callback(fileData); }; var newFile; if (targetStore === "scenes") { newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound }; } else { newFile = { textureUrl: url, data: fileData }; } try { // Put the scene into the database var addRequest = transaction.objectStore(targetStore).put(newFile); addRequest.onsuccess = function (event) { }; addRequest.onerror = function (event) { BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database."); }; } catch (ex) { callback(fileData); } } else { callback(fileData); } } else { callback(); } }, false); xhr.addEventListener("error", function (event) { BABYLON.Tools.Error("error on XHR request."); callback(); }, false); xhr.send(); } else { BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open."); callback(); } }; Database.IsUASupportingBlobStorage = true; Database.IDBStorageEnabled = true; Database.parseURL = function (url) { var a = document.createElement('a'); a.href = url; var urlWithoutHash = url.substring(0, url.lastIndexOf("#")); var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length); var absLocation = url.substring(0, url.indexOf(fileName, 0)); return absLocation; }; Database.ReturnFullUrlLocation = function (url) { if (url.indexOf("http:/") === -1) { return (Database.parseURL(window.location.href) + url); } else { return url; } }; return Database; })(); BABYLON.Database = Database; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Internals; (function (Internals) { /* * Based on jsTGALoader - Javascript loader for TGA file * By Vincent Thibault * @blog http://blog.robrowser.com/javascript-tga-loader.html */ var TGATools = (function () { function TGATools() { } TGATools.GetTGAHeader = function (data) { var offset = 0; var header = { id_length: data[offset++], colormap_type: data[offset++], image_type: data[offset++], colormap_index: data[offset++] | data[offset++] << 8, colormap_length: data[offset++] | data[offset++] << 8, colormap_size: data[offset++], origin: [ data[offset++] | data[offset++] << 8, data[offset++] | data[offset++] << 8 ], width: data[offset++] | data[offset++] << 8, height: data[offset++] | data[offset++] << 8, pixel_size: data[offset++], flags: data[offset++] }; return header; }; TGATools.UploadContent = function (gl, data) { // Not enough data to contain header ? if (data.length < 19) { BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header"); return; } // Read Header var offset = 18; var header = TGATools.GetTGAHeader(data); // Assume it's a valid Targa file. if (header.id_length + offset > data.length) { BABYLON.Tools.Error("Unable to load TGA file - Not enough data"); return; } // Skip not needed data offset += header.id_length; var use_rle = false; var use_pal = false; var use_rgb = false; var use_grey = false; // Get some informations. switch (header.image_type) { case TGATools._TYPE_RLE_INDEXED: use_rle = true; case TGATools._TYPE_INDEXED: use_pal = true; break; case TGATools._TYPE_RLE_RGB: use_rle = true; case TGATools._TYPE_RGB: use_rgb = true; break; case TGATools._TYPE_RLE_GREY: use_rle = true; case TGATools._TYPE_GREY: use_grey = true; break; } var pixel_data; var numAlphaBits = header.flags & 0xf; var pixel_size = header.pixel_size >> 3; var pixel_total = header.width * header.height * pixel_size; // Read palettes var palettes; if (use_pal) { palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3)); } // Read LRE if (use_rle) { pixel_data = new Uint8Array(pixel_total); var c, count, i; var localOffset = 0; var pixels = new Uint8Array(pixel_size); while (offset < pixel_total && localOffset < pixel_total) { c = data[offset++]; count = (c & 0x7f) + 1; // RLE pixels if (c & 0x80) { // Bind pixel tmp array for (i = 0; i < pixel_size; ++i) { pixels[i] = data[offset++]; } // Copy pixel array for (i = 0; i < count; ++i) { pixel_data.set(pixels, localOffset + i * pixel_size); } localOffset += pixel_size * count; } else { count *= pixel_size; for (i = 0; i < count; ++i) { pixel_data[localOffset + i] = data[offset++]; } localOffset += count; } } } else { pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total)); } // Load to texture var x_start, y_start, x_step, y_step, y_end, x_end; switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) { default: case TGATools._ORIGIN_UL: x_start = 0; x_step = 1; x_end = header.width; y_start = 0; y_step = 1; y_end = header.height; break; case TGATools._ORIGIN_BL: x_start = 0; x_step = 1; x_end = header.width; y_start = header.height - 1; y_step = -1; y_end = -1; break; case TGATools._ORIGIN_UR: x_start = header.width - 1; x_step = -1; x_end = -1; y_start = 0; y_step = 1; y_end = header.height; break; case TGATools._ORIGIN_BR: x_start = header.width - 1; x_step = -1; x_end = -1; y_start = header.height - 1; y_step = -1; y_end = -1; break; } // Load the specify method var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits'; var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData); }; TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data, colormap = palettes; var width = header.width, height = header.height; var color, i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i++) { color = image[i]; imageData[(x + width * y) * 4 + 3] = 255; imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0]; imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1]; imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2]; } } return imageData; }; TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data; var width = header.width, height = header.height; var color, i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i += 2) { color = image[i + 0] + (image[i + 1] << 8); // Inversed ? imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7; imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2; imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3; imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255; } } return imageData; }; TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data; var width = header.width, height = header.height; var i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i += 3) { imageData[(x + width * y) * 4 + 3] = 255; imageData[(x + width * y) * 4 + 2] = image[i + 0]; imageData[(x + width * y) * 4 + 1] = image[i + 1]; imageData[(x + width * y) * 4 + 0] = image[i + 2]; } } return imageData; }; TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data; var width = header.width, height = header.height; var i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i += 4) { imageData[(x + width * y) * 4 + 2] = image[i + 0]; imageData[(x + width * y) * 4 + 1] = image[i + 1]; imageData[(x + width * y) * 4 + 0] = image[i + 2]; imageData[(x + width * y) * 4 + 3] = image[i + 3]; } } return imageData; }; TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data; var width = header.width, height = header.height; var color, i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i++) { color = image[i]; imageData[(x + width * y) * 4 + 0] = color; imageData[(x + width * y) * 4 + 1] = color; imageData[(x + width * y) * 4 + 2] = color; imageData[(x + width * y) * 4 + 3] = 255; } } return imageData; }; TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) { var image = pixel_data; var width = header.width, height = header.height; var i = 0, x, y; var imageData = new Uint8Array(width * height * 4); for (y = y_start; y !== y_end; y += y_step) { for (x = x_start; x !== x_end; x += x_step, i += 2) { imageData[(x + width * y) * 4 + 0] = image[i + 0]; imageData[(x + width * y) * 4 + 1] = image[i + 0]; imageData[(x + width * y) * 4 + 2] = image[i + 0]; imageData[(x + width * y) * 4 + 3] = image[i + 1]; } } return imageData; }; TGATools._TYPE_NO_DATA = 0; TGATools._TYPE_INDEXED = 1; TGATools._TYPE_RGB = 2; TGATools._TYPE_GREY = 3; TGATools._TYPE_RLE_INDEXED = 9; TGATools._TYPE_RLE_RGB = 10; TGATools._TYPE_RLE_GREY = 11; TGATools._ORIGIN_MASK = 0x30; TGATools._ORIGIN_SHIFT = 0x04; TGATools._ORIGIN_BL = 0x00; TGATools._ORIGIN_BR = 0x01; TGATools._ORIGIN_UL = 0x02; TGATools._ORIGIN_UR = 0x03; return TGATools; })(); Internals.TGATools = TGATools; })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SmartArray = (function () { function SmartArray(capacity) { this.length = 0; this._duplicateId = 0; this.data = new Array(capacity); this._id = SmartArray._GlobalId++; } SmartArray.prototype.push = function (value) { this.data[this.length++] = value; if (this.length > this.data.length) { this.data.length *= 2; } if (!value.__smartArrayFlags) { value.__smartArrayFlags = {}; } value.__smartArrayFlags[this._id] = this._duplicateId; }; SmartArray.prototype.pushNoDuplicate = function (value) { if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) { return; } this.push(value); }; SmartArray.prototype.sort = function (compareFn) { this.data.sort(compareFn); }; SmartArray.prototype.reset = function () { this.length = 0; this._duplicateId++; }; SmartArray.prototype.concat = function (array) { if (array.length === 0) { return; } if (this.length + array.length > this.data.length) { this.data.length = (this.length + array.length) * 2; } for (var index = 0; index < array.length; index++) { this.data[this.length++] = (array.data || array)[index]; } }; SmartArray.prototype.concatWithNoDuplicate = function (array) { if (array.length === 0) { return; } if (this.length + array.length > this.data.length) { this.data.length = (this.length + array.length) * 2; } for (var index = 0; index < array.length; index++) { var item = (array.data || array)[index]; this.pushNoDuplicate(item); } }; SmartArray.prototype.indexOf = function (value) { var position = this.data.indexOf(value); if (position >= this.length) { return -1; } return position; }; // Statics SmartArray._GlobalId = 0; return SmartArray; })(); BABYLON.SmartArray = SmartArray; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SmartCollection = (function () { function SmartCollection(capacity) { if (capacity === void 0) { capacity = 10; } this.count = 0; this._initialCapacity = capacity; this.items = {}; this._keys = new Array(this._initialCapacity); } SmartCollection.prototype.add = function (key, item) { if (this.items[key] != undefined) { return -1; } this.items[key] = item; //literal keys are always strings, but we keep source type of key in _keys array this._keys[this.count++] = key; if (this.count > this._keys.length) { this._keys.length *= 2; } return this.count; }; SmartCollection.prototype.remove = function (key) { if (this.items[key] == undefined) { return -1; } return this.removeItemOfIndex(this.indexOf(key)); }; SmartCollection.prototype.removeItemOfIndex = function (index) { if (index < this.count && index > -1) { delete this.items[this._keys[index]]; //here, shifting by hand is better optimised than .splice while (index < this.count) { this._keys[index] = this._keys[index + 1]; index++; } } else { return -1; } return --this.count; }; SmartCollection.prototype.indexOf = function (key) { for (var i = 0; i !== this.count; i++) { if (this._keys[i] === key) { return i; } } return -1; }; SmartCollection.prototype.item = function (key) { return this.items[key]; }; SmartCollection.prototype.getAllKeys = function () { if (this.count > 0) { var keys = new Array(this.count); for (var i = 0; i < this.count; i++) { keys[i] = this._keys[i]; } return keys; } else { return undefined; } }; SmartCollection.prototype.getKeyByIndex = function (index) { if (index < this.count && index > -1) { return this._keys[index]; } else { return undefined; } }; SmartCollection.prototype.getItemByIndex = function (index) { if (index < this.count && index > -1) { return this.items[this._keys[index]]; } else { return undefined; } }; SmartCollection.prototype.empty = function () { if (this.count > 0) { this.count = 0; this.items = {}; this._keys = new Array(this._initialCapacity); } }; SmartCollection.prototype.forEach = function (block) { var key; for (key in this.items) { if (this.items.hasOwnProperty(key)) { block(this.items[key]); } } }; return SmartCollection; })(); BABYLON.SmartCollection = SmartCollection; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // Screenshots var screenshotCanvas; var cloneValue = function (source, destinationObject) { if (!source) return null; if (source instanceof BABYLON.Mesh) { return null; } if (source instanceof BABYLON.SubMesh) { return source.clone(destinationObject); } else if (source.clone) { return source.clone(); } return null; }; var Tools = (function () { function Tools() { } Tools.ToHex = function (i) { var str = i.toString(16); if (i <= 15) { return ("0" + str).toUpperCase(); } return str.toUpperCase(); }; Tools.SetImmediate = function (action) { if (window.setImmediate) { window.setImmediate(action); } else { setTimeout(action, 1); } }; Tools.IsExponentOfTwo = function (value) { var count = 1; do { count *= 2; } while (count < value); return count === value; }; Tools.GetExponentOfTwo = function (value, max) { var count = 1; do { count *= 2; } while (count < value); if (count > max) count = max; return count; }; Tools.GetFilename = function (path) { var index = path.lastIndexOf("/"); if (index < 0) return path; return path.substring(index + 1); }; Tools.GetDOMTextContent = function (element) { var result = ""; var child = element.firstChild; while (child) { if (child.nodeType === 3) { result += child.textContent; } child = child.nextSibling; } return result; }; Tools.ToDegrees = function (angle) { return angle * 180 / Math.PI; }; Tools.ToRadians = function (angle) { return angle * Math.PI / 180; }; Tools.EncodeArrayBufferTobase64 = function (buffer) { var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="; var output = ""; var chr1, chr2, chr3, enc1, enc2, enc3, enc4; var i = 0; var bytes = new Uint8Array(buffer); while (i < bytes.length) { chr1 = bytes[i++]; chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here enc1 = chr1 >> 2; enc2 = ((chr1 & 3) << 4) | (chr2 >> 4); enc3 = ((chr2 & 15) << 2) | (chr3 >> 6); enc4 = chr3 & 63; if (isNaN(chr2)) { enc3 = enc4 = 64; } else if (isNaN(chr3)) { enc4 = 64; } output += keyStr.charAt(enc1) + keyStr.charAt(enc2) + keyStr.charAt(enc3) + keyStr.charAt(enc4); } return "data:image/png;base64," + output; }; Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) { var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); for (var index = indexStart; index < indexStart + indexCount; index++) { var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]); minimum = BABYLON.Vector3.Minimize(current, minimum); maximum = BABYLON.Vector3.Maximize(current, maximum); } return { minimum: minimum, maximum: maximum }; }; Tools.ExtractMinAndMax = function (positions, start, count) { var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); for (var index = start; index < start + count; index++) { var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]); minimum = BABYLON.Vector3.Minimize(current, minimum); maximum = BABYLON.Vector3.Maximize(current, maximum); } return { minimum: minimum, maximum: maximum }; }; Tools.MakeArray = function (obj, allowsNullUndefined) { if (allowsNullUndefined !== true && (obj === undefined || obj == null)) return undefined; return Array.isArray(obj) ? obj : [obj]; }; // Misc. Tools.GetPointerPrefix = function () { var eventPrefix = "pointer"; // Check if hand.js is referenced or if the browser natively supports pointer events if (!navigator.pointerEnabled) { eventPrefix = "mouse"; } return eventPrefix; }; Tools.QueueNewFrame = function (func) { if (window.requestAnimationFrame) window.requestAnimationFrame(func); else if (window.msRequestAnimationFrame) window.msRequestAnimationFrame(func); else if (window.webkitRequestAnimationFrame) window.webkitRequestAnimationFrame(func); else if (window.mozRequestAnimationFrame) window.mozRequestAnimationFrame(func); else if (window.oRequestAnimationFrame) window.oRequestAnimationFrame(func); else { window.setTimeout(func, 16); } }; Tools.RequestFullscreen = function (element) { if (element.requestFullscreen) element.requestFullscreen(); else if (element.msRequestFullscreen) element.msRequestFullscreen(); else if (element.webkitRequestFullscreen) element.webkitRequestFullscreen(); else if (element.mozRequestFullScreen) element.mozRequestFullScreen(); }; Tools.ExitFullscreen = function () { if (document.exitFullscreen) { document.exitFullscreen(); } else if (document.mozCancelFullScreen) { document.mozCancelFullScreen(); } else if (document.webkitCancelFullScreen) { document.webkitCancelFullScreen(); } else if (document.msCancelFullScreen) { document.msCancelFullScreen(); } }; // External files Tools.CleanUrl = function (url) { url = url.replace(/#/mg, "%23"); return url; }; Tools.LoadImage = function (url, onload, onerror, database) { if (url instanceof ArrayBuffer) { url = Tools.EncodeArrayBufferTobase64(url); } url = Tools.CleanUrl(url); var img = new Image(); if (url.substr(0, 5) !== "data:") { if (Tools.CorsBehavior) { switch (typeof (Tools.CorsBehavior)) { case "function": var result = Tools.CorsBehavior(url); if (result) { img.crossOrigin = result; } break; case "string": default: img.crossOrigin = Tools.CorsBehavior; break; } } } img.onload = function () { onload(img); }; img.onerror = function (err) { Tools.Error("Error while trying to load texture: " + url); img.src = "data:image/jpg;base64,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"; onload(img); }; var noIndexedDB = function () { img.src = url; }; var loadFromIndexedDB = function () { database.loadImageFromDB(url, img); }; //ANY database to do! if (database && database.enableTexturesOffline && BABYLON.Database.IsUASupportingBlobStorage) { database.openAsync(loadFromIndexedDB, noIndexedDB); } else { if (url.indexOf("file:") === -1) { noIndexedDB(); } else { try { var textureName = url.substring(5); var blobURL; try { blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true }); } catch (ex) { // Chrome doesn't support oneTimeOnly parameter blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]); } img.src = blobURL; } catch (e) { img.src = null; } } } return img; }; //ANY Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) { url = Tools.CleanUrl(url); var noIndexedDB = function () { var request = new XMLHttpRequest(); var loadUrl = Tools.BaseUrl + url; request.open('GET', loadUrl, true); if (useArrayBuffer) { request.responseType = "arraybuffer"; } request.onprogress = progressCallBack; request.onreadystatechange = function () { if (request.readyState === 4) { if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) { callback(!useArrayBuffer ? request.responseText : request.response); } else { if (onError) { onError(); } else { throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl); } } } }; request.send(null); }; var loadFromIndexedDB = function () { database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer); }; if (url.indexOf("file:") !== -1) { var fileName = url.substring(5); Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true); } else { // Caching all files if (database && database.enableSceneOffline) { database.openAsync(loadFromIndexedDB, noIndexedDB); } else { noIndexedDB(); } } }; Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) { var reader = new FileReader(); reader.onload = function (e) { //target doesn't have result from ts 1.3 callback(e.target['result']); }; reader.onprogress = progressCallback; reader.readAsDataURL(fileToLoad); }; Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) { var reader = new FileReader(); reader.onerror = function (e) { Tools.Log("Error while reading file: " + fileToLoad.name); callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] })); }; reader.onload = function (e) { //target doesn't have result from ts 1.3 callback(e.target['result']); }; reader.onprogress = progressCallBack; if (!useArrayBuffer) { // Asynchronous read reader.readAsText(fileToLoad); } else { reader.readAsArrayBuffer(fileToLoad); } }; //returns a downloadable url to a file content. Tools.FileAsURL = function (content) { var fileBlob = new Blob([content]); var url = window.URL || window.webkitURL; var link = url.createObjectURL(fileBlob); return link; }; // Misc. Tools.Clamp = function (value, min, max) { if (min === void 0) { min = 0; } if (max === void 0) { max = 1; } return Math.min(max, Math.max(min, value)); }; // Returns -1 when value is a negative number and // +1 when value is a positive number. Tools.Sign = function (value) { value = +value; // convert to a number if (value === 0 || isNaN(value)) return value; return value > 0 ? 1 : -1; }; Tools.Format = function (value, decimals) { if (decimals === void 0) { decimals = 2; } return value.toFixed(decimals); }; Tools.CheckExtends = function (v, min, max) { if (v.x < min.x) min.x = v.x; if (v.y < min.y) min.y = v.y; if (v.z < min.z) min.z = v.z; if (v.x > max.x) max.x = v.x; if (v.y > max.y) max.y = v.y; if (v.z > max.z) max.z = v.z; }; Tools.WithinEpsilon = function (a, b, epsilon) { if (epsilon === void 0) { epsilon = 1.401298E-45; } var num = a - b; return -epsilon <= num && num <= epsilon; }; Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) { for (var prop in source) { if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) { continue; } if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) { continue; } var sourceValue = source[prop]; var typeOfSourceValue = typeof sourceValue; if (typeOfSourceValue === "function") { continue; } if (typeOfSourceValue === "object") { if (sourceValue instanceof Array) { destination[prop] = []; if (sourceValue.length > 0) { if (typeof sourceValue[0] == "object") { for (var index = 0; index < sourceValue.length; index++) { var clonedValue = cloneValue(sourceValue[index], destination); if (destination[prop].indexOf(clonedValue) === -1) { destination[prop].push(clonedValue); } } } else { destination[prop] = sourceValue.slice(0); } } } else { destination[prop] = cloneValue(sourceValue, destination); } } else { destination[prop] = sourceValue; } } }; Tools.IsEmpty = function (obj) { for (var i in obj) { return false; } return true; }; Tools.RegisterTopRootEvents = function (events) { for (var index = 0; index < events.length; index++) { var event = events[index]; window.addEventListener(event.name, event.handler, false); try { if (window.parent) { window.parent.addEventListener(event.name, event.handler, false); } } catch (e) { } } }; Tools.UnregisterTopRootEvents = function (events) { for (var index = 0; index < events.length; index++) { var event = events[index]; window.removeEventListener(event.name, event.handler); try { if (window.parent) { window.parent.removeEventListener(event.name, event.handler); } } catch (e) { } } }; Tools.DumpFramebuffer = function (width, height, engine, successCallback) { // Read the contents of the framebuffer var numberOfChannelsByLine = width * 4; var halfHeight = height / 2; //Reading datas from WebGL var data = engine.readPixels(0, 0, width, height); //To flip image on Y axis. for (var i = 0; i < halfHeight; i++) { for (var j = 0; j < numberOfChannelsByLine; j++) { var currentCell = j + i * numberOfChannelsByLine; var targetLine = height - i - 1; var targetCell = j + targetLine * numberOfChannelsByLine; var temp = data[currentCell]; data[currentCell] = data[targetCell]; data[targetCell] = temp; } } // Create a 2D canvas to store the result if (!screenshotCanvas) { screenshotCanvas = document.createElement('canvas'); } screenshotCanvas.width = width; screenshotCanvas.height = height; var context = screenshotCanvas.getContext('2d'); // Copy the pixels to a 2D canvas var imageData = context.createImageData(width, height); //cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949 var castData = imageData.data; castData.set(data); context.putImageData(imageData, 0, 0); var base64Image = screenshotCanvas.toDataURL(); if (successCallback) { successCallback(base64Image); } else { //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image. if (("download" in document.createElement("a"))) { var a = window.document.createElement("a"); a.href = base64Image; var date = new Date(); var stringDate = date.getFullYear() + "-" + date.getMonth() + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2); a.setAttribute("download", "screenshot_" + stringDate + ".png"); window.document.body.appendChild(a); a.addEventListener("click", function () { a.parentElement.removeChild(a); }); a.click(); } else { var newWindow = window.open(""); var img = newWindow.document.createElement("img"); img.src = base64Image; newWindow.document.body.appendChild(img); } } }; Tools.CreateScreenshot = function (engine, camera, size, successCallback) { var width; var height; //If a precision value is specified if (size.precision) { width = Math.round(engine.getRenderWidth() * size.precision); height = Math.round(width / engine.getAspectRatio(camera)); size = { width: width, height: height }; } else if (size.width && size.height) { width = size.width; height = size.height; } else if (size.width && !size.height) { width = size.width; height = Math.round(width / engine.getAspectRatio(camera)); size = { width: width, height: height }; } else if (size.height && !size.width) { height = size.height; width = Math.round(height * engine.getAspectRatio(camera)); size = { width: width, height: height }; } else if (!isNaN(size)) { height = size; width = size; } else { Tools.Error("Invalid 'size' parameter !"); return; } var scene = camera.getScene(); var previousCamera = null; if (scene.activeCamera !== camera) { previousCamera = scene.activeCamera; scene.activeCamera = camera; } //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method) var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false); texture.renderList = scene.meshes; texture.onAfterRender = function () { Tools.DumpFramebuffer(width, height, engine, successCallback); }; scene.incrementRenderId(); texture.render(true); texture.dispose(); if (previousCamera) { scene.activeCamera = previousCamera; } }; // XHR response validator for local file scenario Tools.ValidateXHRData = function (xhr, dataType) { // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all if (dataType === void 0) { dataType = 7; } try { if (dataType & 1) { if (xhr.responseText && xhr.responseText.length > 0) { return true; } else if (dataType === 1) { return false; } } if (dataType & 2) { // Check header width and height since there is no "TGA" magic number var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response); if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) { return true; } else if (dataType === 2) { return false; } } if (dataType & 4) { // Check for the "DDS" magic number var ddsHeader = new Uint8Array(xhr.response, 0, 3); if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) { return true; } else { return false; } } } catch (e) { } return false; }; Object.defineProperty(Tools, "NoneLogLevel", { get: function () { return Tools._NoneLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "MessageLogLevel", { get: function () { return Tools._MessageLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "WarningLogLevel", { get: function () { return Tools._WarningLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "ErrorLogLevel", { get: function () { return Tools._ErrorLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "AllLogLevel", { get: function () { return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel; }, enumerable: true, configurable: true }); Tools._AddLogEntry = function (entry) { Tools._LogCache = entry + Tools._LogCache; if (Tools.OnNewCacheEntry) { Tools.OnNewCacheEntry(entry); } }; Tools._FormatMessage = function (message) { var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; }; var date = new Date(); return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message; }; Tools._LogDisabled = function (message) { // nothing to do }; Tools._LogEnabled = function (message) { var formattedMessage = Tools._FormatMessage(message); console.log("BJS - " + formattedMessage); var entry = "
" + formattedMessage + "

"; Tools._AddLogEntry(entry); }; Tools._WarnDisabled = function (message) { // nothing to do }; Tools._WarnEnabled = function (message) { var formattedMessage = Tools._FormatMessage(message); console.warn("BJS - " + formattedMessage); var entry = "
" + formattedMessage + "

"; Tools._AddLogEntry(entry); }; Tools._ErrorDisabled = function (message) { // nothing to do }; Tools._ErrorEnabled = function (message) { Tools.errorsCount++; var formattedMessage = Tools._FormatMessage(message); console.error("BJS - " + formattedMessage); var entry = "
" + formattedMessage + "

"; Tools._AddLogEntry(entry); }; Object.defineProperty(Tools, "LogCache", { get: function () { return Tools._LogCache; }, enumerable: true, configurable: true }); Tools.ClearLogCache = function () { Tools._LogCache = ""; Tools.errorsCount = 0; }; Object.defineProperty(Tools, "LogLevels", { set: function (level) { if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) { Tools.Log = Tools._LogEnabled; } else { Tools.Log = Tools._LogDisabled; } if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) { Tools.Warn = Tools._WarnEnabled; } else { Tools.Warn = Tools._WarnDisabled; } if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) { Tools.Error = Tools._ErrorEnabled; } else { Tools.Error = Tools._ErrorDisabled; } }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "PerformanceNoneLogLevel", { get: function () { return Tools._PerformanceNoneLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", { get: function () { return Tools._PerformanceUserMarkLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "PerformanceConsoleLogLevel", { get: function () { return Tools._PerformanceConsoleLogLevel; }, enumerable: true, configurable: true }); Object.defineProperty(Tools, "PerformanceLogLevel", { set: function (level) { if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) { Tools.StartPerformanceCounter = Tools._StartUserMark; Tools.EndPerformanceCounter = Tools._EndUserMark; return; } if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) { Tools.StartPerformanceCounter = Tools._StartPerformanceConsole; Tools.EndPerformanceCounter = Tools._EndPerformanceConsole; return; } Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled; Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled; }, enumerable: true, configurable: true }); Tools._StartPerformanceCounterDisabled = function (counterName, condition) { }; Tools._EndPerformanceCounterDisabled = function (counterName, condition) { }; Tools._StartUserMark = function (counterName, condition) { if (condition === void 0) { condition = true; } if (!condition || !Tools._performance.mark) { return; } Tools._performance.mark(counterName + "-Begin"); }; Tools._EndUserMark = function (counterName, condition) { if (condition === void 0) { condition = true; } if (!condition || !Tools._performance.mark) { return; } Tools._performance.mark(counterName + "-End"); Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End"); }; Tools._StartPerformanceConsole = function (counterName, condition) { if (condition === void 0) { condition = true; } if (!condition) { return; } Tools._StartUserMark(counterName, condition); if (console.time) { console.time(counterName); } }; Tools._EndPerformanceConsole = function (counterName, condition) { if (condition === void 0) { condition = true; } if (!condition) { return; } Tools._EndUserMark(counterName, condition); if (console.time) { console.timeEnd(counterName); } }; Object.defineProperty(Tools, "Now", { get: function () { if (window.performance && window.performance.now) { return window.performance.now(); } return new Date().getTime(); }, enumerable: true, configurable: true }); Tools.BaseUrl = ""; Tools.CorsBehavior = "anonymous"; // Logs Tools._NoneLogLevel = 0; Tools._MessageLogLevel = 1; Tools._WarningLogLevel = 2; Tools._ErrorLogLevel = 4; Tools._LogCache = ""; Tools.errorsCount = 0; Tools.Log = Tools._LogEnabled; Tools.Warn = Tools._WarnEnabled; Tools.Error = Tools._ErrorEnabled; // Performances Tools._PerformanceNoneLogLevel = 0; Tools._PerformanceUserMarkLogLevel = 1; Tools._PerformanceConsoleLogLevel = 2; Tools._performance = window.performance; Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled; Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled; return Tools; })(); BABYLON.Tools = Tools; /** * An implementation of a loop for asynchronous functions. */ var AsyncLoop = (function () { /** * Constroctor. * @param iterations the number of iterations. * @param _fn the function to run each iteration * @param _successCallback the callback that will be called upon succesful execution * @param offset starting offset. */ function AsyncLoop(iterations, _fn, _successCallback, offset) { if (offset === void 0) { offset = 0; } this.iterations = iterations; this._fn = _fn; this._successCallback = _successCallback; this.index = offset - 1; this._done = false; } /** * Execute the next iteration. Must be called after the last iteration was finished. */ AsyncLoop.prototype.executeNext = function () { if (!this._done) { if (this.index + 1 < this.iterations) { ++this.index; this._fn(this); } else { this.breakLoop(); } } }; /** * Break the loop and run the success callback. */ AsyncLoop.prototype.breakLoop = function () { this._done = true; this._successCallback(); }; /** * Helper function */ AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) { if (offset === void 0) { offset = 0; } var loop = new AsyncLoop(iterations, _fn, _successCallback, offset); loop.executeNext(); return loop; }; /** * A for-loop that will run a given number of iterations synchronous and the rest async. * @param iterations total number of iterations * @param syncedIterations number of synchronous iterations in each async iteration. * @param fn the function to call each iteration. * @param callback a success call back that will be called when iterating stops. * @param breakFunction a break condition (optional) * @param timeout timeout settings for the setTimeout function. default - 0. * @constructor */ AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) { if (timeout === void 0) { timeout = 0; } AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) { if (breakFunction && breakFunction()) loop.breakLoop(); else { setTimeout(function () { for (var i = 0; i < syncedIterations; ++i) { var iteration = (loop.index * syncedIterations) + i; if (iteration >= iterations) break; fn(iteration); if (breakFunction && breakFunction()) { loop.breakLoop(); break; } } loop.executeNext(); }, timeout); } }, callback); }; return AsyncLoop; })(); BABYLON.AsyncLoop = AsyncLoop; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var _DepthCullingState = (function () { function _DepthCullingState() { this._isDepthTestDirty = false; this._isDepthMaskDirty = false; this._isDepthFuncDirty = false; this._isCullFaceDirty = false; this._isCullDirty = false; this._isZOffsetDirty = false; } Object.defineProperty(_DepthCullingState.prototype, "isDirty", { get: function () { return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "zOffset", { get: function () { return this._zOffset; }, set: function (value) { if (this._zOffset === value) { return; } this._zOffset = value; this._isZOffsetDirty = true; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "cullFace", { get: function () { return this._cullFace; }, set: function (value) { if (this._cullFace === value) { return; } this._cullFace = value; this._isCullFaceDirty = true; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "cull", { get: function () { return this._cull; }, set: function (value) { if (this._cull === value) { return; } this._cull = value; this._isCullDirty = true; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "depthFunc", { get: function () { return this._depthFunc; }, set: function (value) { if (this._depthFunc === value) { return; } this._depthFunc = value; this._isDepthFuncDirty = true; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "depthMask", { get: function () { return this._depthMask; }, set: function (value) { if (this._depthMask === value) { return; } this._depthMask = value; this._isDepthMaskDirty = true; }, enumerable: true, configurable: true }); Object.defineProperty(_DepthCullingState.prototype, "depthTest", { get: function () { return this._depthTest; }, set: function (value) { if (this._depthTest === value) { return; } this._depthTest = value; this._isDepthTestDirty = true; }, enumerable: true, configurable: true }); _DepthCullingState.prototype.reset = function () { this._depthMask = true; this._depthTest = true; this._depthFunc = null; this._cull = null; this._cullFace = null; this._zOffset = 0; this._isDepthTestDirty = true; this._isDepthMaskDirty = true; this._isDepthFuncDirty = false; this._isCullFaceDirty = false; this._isCullDirty = false; this._isZOffsetDirty = false; }; _DepthCullingState.prototype.apply = function (gl) { if (!this.isDirty) { return; } // Cull if (this._isCullDirty) { if (this.cull) { gl.enable(gl.CULL_FACE); } else { gl.disable(gl.CULL_FACE); } this._isCullDirty = false; } // Cull face if (this._isCullFaceDirty) { gl.cullFace(this.cullFace); this._isCullFaceDirty = false; } // Depth mask if (this._isDepthMaskDirty) { gl.depthMask(this.depthMask); this._isDepthMaskDirty = false; } // Depth test if (this._isDepthTestDirty) { if (this.depthTest) { gl.enable(gl.DEPTH_TEST); } else { gl.disable(gl.DEPTH_TEST); } this._isDepthTestDirty = false; } // Depth func if (this._isDepthFuncDirty) { gl.depthFunc(this.depthFunc); this._isDepthFuncDirty = false; } // zOffset if (this._isZOffsetDirty) { if (this.zOffset) { gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(this.zOffset, 0); } else { gl.disable(gl.POLYGON_OFFSET_FILL); } this._isZOffsetDirty = false; } }; return _DepthCullingState; })(); BABYLON._DepthCullingState = _DepthCullingState; var _AlphaState = (function () { function _AlphaState() { this._isAlphaBlendDirty = false; this._isBlendFunctionParametersDirty = false; this._alphaBlend = false; this._blendFunctionParameters = new Array(4); } Object.defineProperty(_AlphaState.prototype, "isDirty", { get: function () { return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty; }, enumerable: true, configurable: true }); Object.defineProperty(_AlphaState.prototype, "alphaBlend", { get: function () { return this._alphaBlend; }, set: function (value) { if (this._alphaBlend === value) { return; } this._alphaBlend = value; this._isAlphaBlendDirty = true; }, enumerable: true, configurable: true }); _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) { if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) { return; } this._blendFunctionParameters[0] = value0; this._blendFunctionParameters[1] = value1; this._blendFunctionParameters[2] = value2; this._blendFunctionParameters[3] = value3; this._isBlendFunctionParametersDirty = true; }; _AlphaState.prototype.reset = function () { this._alphaBlend = false; this._blendFunctionParameters[0] = null; this._blendFunctionParameters[1] = null; this._blendFunctionParameters[2] = null; this._blendFunctionParameters[3] = null; this._isAlphaBlendDirty = true; this._isBlendFunctionParametersDirty = false; }; _AlphaState.prototype.apply = function (gl) { if (!this.isDirty) { return; } // Alpha blend if (this._isAlphaBlendDirty) { if (this._alphaBlend) { gl.enable(gl.BLEND); } else { gl.disable(gl.BLEND); } this._isAlphaBlendDirty = false; } // Alpha function if (this._isBlendFunctionParametersDirty) { gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]); this._isBlendFunctionParametersDirty = false; } }; return _AlphaState; })(); BABYLON._AlphaState = _AlphaState; var compileShader = function (gl, source, type, defines) { var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER); gl.shaderSource(shader, (defines ? defines + "\n" : "") + source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw new Error(gl.getShaderInfoLog(shader)); } return shader; }; var getWebGLTextureType = function (gl, type) { var textureType = gl.UNSIGNED_BYTE; if (type === Engine.TEXTURETYPE_FLOAT) textureType = gl.FLOAT; return textureType; }; var getSamplingParameters = function (samplingMode, generateMipMaps, gl) { var magFilter = gl.NEAREST; var minFilter = gl.NEAREST; if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; if (generateMipMaps) { minFilter = gl.LINEAR_MIPMAP_NEAREST; } else { minFilter = gl.LINEAR; } } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; if (generateMipMaps) { minFilter = gl.LINEAR_MIPMAP_LINEAR; } else { minFilter = gl.LINEAR; } } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { magFilter = gl.NEAREST; if (generateMipMaps) { minFilter = gl.NEAREST_MIPMAP_LINEAR; } else { minFilter = gl.NEAREST; } } return { min: minFilter, mag: magFilter }; }; var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } var engine = scene.getEngine(); var potWidth = BABYLON.Tools.GetExponentOfTwo(width, engine.getCaps().maxTextureSize); var potHeight = BABYLON.Tools.GetExponentOfTwo(height, engine.getCaps().maxTextureSize); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0)); texture._baseWidth = width; texture._baseHeight = height; texture._width = potWidth; texture._height = potHeight; texture.isReady = true; processFunction(potWidth, potHeight); var filters = getSamplingParameters(samplingMode, !noMipmap, gl); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min); if (!noMipmap && !isCompressed) { gl.generateMipmap(gl.TEXTURE_2D); } gl.bindTexture(gl.TEXTURE_2D, null); engine.resetTextureCache(); scene._removePendingData(texture); }; var partialLoad = function (url, index, loadedImages, scene, onfinish) { var img; var onload = function () { loadedImages[index] = img; loadedImages._internalCount++; scene._removePendingData(img); if (loadedImages._internalCount === 6) { onfinish(loadedImages); } }; var onerror = function () { scene._removePendingData(img); }; img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database); scene._addPendingData(img); }; var cascadeLoad = function (rootUrl, scene, onfinish, extensions) { var loadedImages = []; loadedImages._internalCount = 0; for (var index = 0; index < 6; index++) { partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish); } }; var EngineCapabilities = (function () { function EngineCapabilities() { } return EngineCapabilities; })(); BABYLON.EngineCapabilities = EngineCapabilities; /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ var Engine = (function () { /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ function Engine(canvas, antialias, options, adaptToDeviceRatio) { var _this = this; if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = true; } // Public members this.isFullscreen = false; this.isPointerLock = false; this.cullBackFaces = true; this.renderEvenInBackground = true; // To enable/disable IDB support and avoid XHR on .manifest this.enableOfflineSupport = true; this.scenes = new Array(); this._windowIsBackground = false; this._drawCalls = 0; this._renderingQueueLaunched = false; this._activeRenderLoops = []; // FPS this.fpsRange = 60; this.previousFramesDuration = []; this.fps = 60; this.deltaTime = 0; // States this._depthCullingState = new _DepthCullingState(); this._alphaState = new _AlphaState(); this._alphaMode = Engine.ALPHA_DISABLE; // Cache this._loadedTexturesCache = new Array(); this._maxTextureChannels = 16; this._activeTexturesCache = new Array(this._maxTextureChannels); this._compiledEffects = {}; this._uintIndicesCurrentlySet = false; this._renderingCanvas = canvas; options = options || {}; options.antialias = antialias; if (options.preserveDrawingBuffer === undefined) { options.preserveDrawingBuffer = false; } // GL try { this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options)); } catch (e) { throw new Error("WebGL not supported"); } if (!this._gl) { throw new Error("WebGL not supported"); } this._onBlur = function () { _this._windowIsBackground = true; }; this._onFocus = function () { _this._windowIsBackground = false; }; window.addEventListener("blur", this._onBlur); window.addEventListener("focus", this._onFocus); // Viewport this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / (window.devicePixelRatio || 1.0) : 1.0; this.resize(); // Caps this._caps = new EngineCapabilities(); this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS); this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE); this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE); this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE); // Infos this._glVersion = this._gl.getParameter(this._gl.VERSION); var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info"); if (rendererInfo != null) { this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL); this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL); } if (!this._glVendor) { this._glVendor = "Unknown vendor"; } if (!this._glRenderer) { this._glRenderer = "Unknown renderer"; } // Extensions this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null); this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc'); this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null); this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'); this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0; this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays'); this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null; this._caps.fragmentDepthSupported = this._gl.getExtension('EXT_frag_depth') !== null; this._caps.highPrecisionShaderSupported = true; if (this._gl.getShaderPrecisionFormat) { var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT); this._caps.highPrecisionShaderSupported = highp.precision !== 0; } // Depth buffer this.setDepthBuffer(true); this.setDepthFunctionToLessOrEqual(); this.setDepthWrite(true); // Fullscreen this._onFullscreenChange = function () { if (document.fullscreen !== undefined) { _this.isFullscreen = document.fullscreen; } else if (document.mozFullScreen !== undefined) { _this.isFullscreen = document.mozFullScreen; } else if (document.webkitIsFullScreen !== undefined) { _this.isFullscreen = document.webkitIsFullScreen; } else if (document.msIsFullScreen !== undefined) { _this.isFullscreen = document.msIsFullScreen; } // Pointer lock if (_this.isFullscreen && _this._pointerLockRequested) { canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock; if (canvas.requestPointerLock) { canvas.requestPointerLock(); } } }; document.addEventListener("fullscreenchange", this._onFullscreenChange, false); document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false); document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false); document.addEventListener("msfullscreenchange", this._onFullscreenChange, false); // Pointer lock this._onPointerLockChange = function () { _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas); }; document.addEventListener("pointerlockchange", this._onPointerLockChange, false); document.addEventListener("mspointerlockchange", this._onPointerLockChange, false); document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false); document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false); if (BABYLON.AudioEngine && !Engine.audioEngine) { Engine.audioEngine = new BABYLON.AudioEngine(); } //default loading screen this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas); BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched"); } Object.defineProperty(Engine, "ALPHA_DISABLE", { get: function () { return Engine._ALPHA_DISABLE; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_ONEONE", { get: function () { return Engine._ALPHA_ONEONE; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_ADD", { get: function () { return Engine._ALPHA_ADD; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_COMBINE", { get: function () { return Engine._ALPHA_COMBINE; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_SUBTRACT", { get: function () { return Engine._ALPHA_SUBTRACT; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_MULTIPLY", { get: function () { return Engine._ALPHA_MULTIPLY; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "ALPHA_MAXIMIZED", { get: function () { return Engine._ALPHA_MAXIMIZED; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", { get: function () { return Engine._DELAYLOADSTATE_NONE; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", { get: function () { return Engine._DELAYLOADSTATE_LOADED; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", { get: function () { return Engine._DELAYLOADSTATE_LOADING; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", { get: function () { return Engine._DELAYLOADSTATE_NOTLOADED; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", { get: function () { return Engine._TEXTUREFORMAT_ALPHA; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", { get: function () { return Engine._TEXTUREFORMAT_LUMINANCE; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", { get: function () { return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", { get: function () { return Engine._TEXTUREFORMAT_RGB; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", { get: function () { return Engine._TEXTUREFORMAT_RGBA; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", { get: function () { return Engine._TEXTURETYPE_UNSIGNED_INT; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", { get: function () { return Engine._TEXTURETYPE_FLOAT; }, enumerable: true, configurable: true }); Object.defineProperty(Engine, "Version", { get: function () { return "2.3.0-alpha"; }, enumerable: true, configurable: true }); Engine.prototype._prepareWorkingCanvas = function () { if (this._workingCanvas) { return; } this._workingCanvas = document.createElement("canvas"); this._workingContext = this._workingCanvas.getContext("2d"); }; Engine.prototype.resetTextureCache = function () { for (var index = 0; index < this._maxTextureChannels; index++) { this._activeTexturesCache[index] = null; } }; Engine.prototype.getGlInfo = function () { return { vendor: this._glVendor, renderer: this._glRenderer, version: this._glVersion }; }; Engine.prototype.getAspectRatio = function (camera) { var viewport = camera.viewport; return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height); }; Engine.prototype.getRenderWidth = function () { if (this._currentRenderTarget) { return this._currentRenderTarget._width; } return this._renderingCanvas.width; }; Engine.prototype.getRenderHeight = function () { if (this._currentRenderTarget) { return this._currentRenderTarget._height; } return this._renderingCanvas.height; }; Engine.prototype.getRenderingCanvas = function () { return this._renderingCanvas; }; Engine.prototype.getRenderingCanvasClientRect = function () { return this._renderingCanvas.getBoundingClientRect(); }; Engine.prototype.setHardwareScalingLevel = function (level) { this._hardwareScalingLevel = level; this.resize(); }; Engine.prototype.getHardwareScalingLevel = function () { return this._hardwareScalingLevel; }; Engine.prototype.getLoadedTexturesCache = function () { return this._loadedTexturesCache; }; Engine.prototype.getCaps = function () { return this._caps; }; Object.defineProperty(Engine.prototype, "drawCalls", { get: function () { return this._drawCalls; }, enumerable: true, configurable: true }); // Methods Engine.prototype.resetDrawCalls = function () { this._drawCalls = 0; }; Engine.prototype.setDepthFunctionToGreater = function () { this._depthCullingState.depthFunc = this._gl.GREATER; }; Engine.prototype.setDepthFunctionToGreaterOrEqual = function () { this._depthCullingState.depthFunc = this._gl.GEQUAL; }; Engine.prototype.setDepthFunctionToLess = function () { this._depthCullingState.depthFunc = this._gl.LESS; }; Engine.prototype.setDepthFunctionToLessOrEqual = function () { this._depthCullingState.depthFunc = this._gl.LEQUAL; }; /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ Engine.prototype.stopRenderLoop = function (renderFunction) { if (!renderFunction) { this._activeRenderLoops = []; return; } var index = this._activeRenderLoops.indexOf(renderFunction); if (index >= 0) { this._activeRenderLoops.splice(index, 1); } }; Engine.prototype._renderLoop = function () { var shouldRender = true; if (!this.renderEvenInBackground && this._windowIsBackground) { shouldRender = false; } if (shouldRender) { // Start new frame this.beginFrame(); for (var index = 0; index < this._activeRenderLoops.length; index++) { var renderFunction = this._activeRenderLoops[index]; renderFunction(); } // Present this.endFrame(); } if (this._activeRenderLoops.length > 0) { // Register new frame BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction); } else { this._renderingQueueLaunched = false; } }; /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ Engine.prototype.runRenderLoop = function (renderFunction) { if (this._activeRenderLoops.indexOf(renderFunction) !== -1) { return; } this._activeRenderLoops.push(renderFunction); if (!this._renderingQueueLaunched) { this._renderingQueueLaunched = true; this._bindedRenderFunction = this._renderLoop.bind(this); BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction); } }; /** * Toggle full screen mode. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user */ Engine.prototype.switchFullscreen = function (requestPointerLock) { if (this.isFullscreen) { BABYLON.Tools.ExitFullscreen(); } else { this._pointerLockRequested = requestPointerLock; BABYLON.Tools.RequestFullscreen(this._renderingCanvas); } }; Engine.prototype.clear = function (color, backBuffer, depthStencil) { this.applyStates(); this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0); if (this._depthCullingState.depthMask) { this._gl.clearDepth(1.0); } var mode = 0; if (backBuffer) mode |= this._gl.COLOR_BUFFER_BIT; if (depthStencil && this._depthCullingState.depthMask) mode |= this._gl.DEPTH_BUFFER_BIT; this._gl.clear(mode); }; /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) { var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.width); var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.height); var x = viewport.x || 0; var y = viewport.y || 0; this._cachedViewport = viewport; this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height); }; Engine.prototype.setDirectViewport = function (x, y, width, height) { this._cachedViewport = null; this._gl.viewport(x, y, width, height); }; Engine.prototype.beginFrame = function () { this._measureFps(); }; Engine.prototype.endFrame = function () { //this.flushFramebuffer(); }; /** * resize the view according to the canvas' size. * @example * window.addEventListener("resize", function () { * engine.resize(); * }); */ Engine.prototype.resize = function () { var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth; var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight; this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel); for (var index = 0; index < this.scenes.length; index++) { var scene = this.scenes[index]; if (scene.debugLayer.isVisible()) { scene.debugLayer._syncPositions(); } } }; /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ Engine.prototype.setSize = function (width, height) { this._renderingCanvas.width = width; this._renderingCanvas.height = height; for (var index = 0; index < this.scenes.length; index++) { var scene = this.scenes[index]; for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) { var cam = scene.cameras[camIndex]; cam._currentRenderId = 0; } } }; Engine.prototype.bindFramebuffer = function (texture, faceIndex) { this._currentRenderTarget = texture; var gl = this._gl; gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer); if (texture.isCube) { gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture, 0); } else { gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); } this._gl.viewport(0, 0, texture._width, texture._height); this.wipeCaches(); }; Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps) { if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; } this._currentRenderTarget = null; if (texture.generateMipMaps && !disableGenerateMipMaps) { var gl = this._gl; gl.bindTexture(gl.TEXTURE_2D, texture); gl.generateMipmap(gl.TEXTURE_2D); gl.bindTexture(gl.TEXTURE_2D, null); } this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null); }; Engine.prototype.generateMipMapsForCubemap = function (texture) { if (texture.generateMipMaps) { var gl = this._gl; gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); gl.generateMipmap(gl.TEXTURE_CUBE_MAP); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); } }; Engine.prototype.flushFramebuffer = function () { this._gl.flush(); }; Engine.prototype.restoreDefaultFramebuffer = function () { this._currentRenderTarget = null; this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null); this.setViewport(this._cachedViewport); this.wipeCaches(); }; // VBOs Engine.prototype._resetVertexBufferBinding = function () { this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null); this._cachedVertexBuffers = null; }; Engine.prototype.createVertexBuffer = function (vertices) { var vbo = this._gl.createBuffer(); this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo); if (vertices instanceof Float32Array) { this._gl.bufferData(this._gl.ARRAY_BUFFER, vertices, this._gl.STATIC_DRAW); } else { this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW); } this._resetVertexBufferBinding(); vbo.references = 1; return vbo; }; Engine.prototype.createDynamicVertexBuffer = function (capacity) { var vbo = this._gl.createBuffer(); this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo); this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW); this._resetVertexBufferBinding(); vbo.references = 1; return vbo; }; Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) { this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer); if (offset === undefined) { offset = 0; } if (vertices instanceof Float32Array) { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices); } else { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices)); } this._resetVertexBufferBinding(); }; Engine.prototype._resetIndexBufferBinding = function () { this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null); this._cachedIndexBuffer = null; }; Engine.prototype.createIndexBuffer = function (indices) { var vbo = this._gl.createBuffer(); this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo); // Check for 32 bits indices var arrayBuffer; var need32Bits = false; if (this._caps.uintIndices) { for (var index = 0; index < indices.length; index++) { if (indices[index] > 65535) { need32Bits = true; break; } } arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices); } else { arrayBuffer = new Uint16Array(indices); } this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW); this._resetIndexBufferBinding(); vbo.references = 1; vbo.is32Bits = need32Bits; return vbo; }; Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) { if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) { this._cachedVertexBuffers = vertexBuffer; this._cachedEffectForVertexBuffers = effect; this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer); var offset = 0; for (var index = 0; index < vertexDeclaration.length; index++) { var order = effect.getAttributeLocation(index); if (order >= 0) { this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset); } offset += vertexDeclaration[index] * 4; } } if (this._cachedIndexBuffer !== indexBuffer) { this._cachedIndexBuffer = indexBuffer; this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer); this._uintIndicesCurrentlySet = indexBuffer.is32Bits; } }; Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) { if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) { this._cachedVertexBuffers = vertexBuffers; this._cachedEffectForVertexBuffers = effect; var attributes = effect.getAttributesNames(); for (var index = 0; index < attributes.length; index++) { var order = effect.getAttributeLocation(index); if (order >= 0) { var vertexBuffer = vertexBuffers[attributes[index]]; if (!vertexBuffer) { continue; } var stride = vertexBuffer.getStrideSize(); this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer()); this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0); } } } if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) { this._cachedIndexBuffer = indexBuffer; this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer); this._uintIndicesCurrentlySet = indexBuffer.is32Bits; } }; Engine.prototype._releaseBuffer = function (buffer) { buffer.references--; if (buffer.references === 0) { this._gl.deleteBuffer(buffer); return true; } return false; }; Engine.prototype.createInstancesBuffer = function (capacity) { var buffer = this._gl.createBuffer(); buffer.capacity = capacity; this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer); this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW); return buffer; }; Engine.prototype.deleteInstancesBuffer = function (buffer) { this._gl.deleteBuffer(buffer); }; Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) { this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer); this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data); for (var index = 0; index < 4; index++) { var offsetLocation = offsetLocations[index]; this._gl.enableVertexAttribArray(offsetLocation); this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16); this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1); } }; Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) { this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer); for (var index = 0; index < 4; index++) { var offsetLocation = offsetLocations[index]; this._gl.disableVertexAttribArray(offsetLocation); this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0); } }; Engine.prototype.applyStates = function () { this._depthCullingState.apply(this._gl); this._alphaState.apply(this._gl); }; Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) { // Apply states this.applyStates(); this._drawCalls++; // Render var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT; var mult = this._uintIndicesCurrentlySet ? 4 : 2; if (instancesCount) { this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult, instancesCount); return; } this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult); }; Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) { // Apply states this.applyStates(); this._drawCalls++; if (instancesCount) { this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount); return; } this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount); }; // Shaders Engine.prototype._releaseEffect = function (effect) { if (this._compiledEffects[effect._key]) { delete this._compiledEffects[effect._key]; if (effect.getProgram()) { this._gl.deleteProgram(effect.getProgram()); } } }; Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) { var vertex = baseName.vertexElement || baseName.vertex || baseName; var fragment = baseName.fragmentElement || baseName.fragment || baseName; var name = vertex + "+" + fragment + "@" + defines; if (this._compiledEffects[name]) { return this._compiledEffects[name]; } var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError); effect._key = name; this._compiledEffects[name] = effect; return effect; }; Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) { if (uniformsNames === void 0) { uniformsNames = []; } if (samplers === void 0) { samplers = []; } if (defines === void 0) { defines = ""; } return this.createEffect({ vertex: "particles", fragmentElement: fragmentName }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError); }; Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) { var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines); var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines); var shaderProgram = this._gl.createProgram(); this._gl.attachShader(shaderProgram, vertexShader); this._gl.attachShader(shaderProgram, fragmentShader); this._gl.linkProgram(shaderProgram); var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS); if (!linked) { var error = this._gl.getProgramInfoLog(shaderProgram); if (error) { throw new Error(error); } } this._gl.deleteShader(vertexShader); this._gl.deleteShader(fragmentShader); return shaderProgram; }; Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) { var results = []; for (var index = 0; index < uniformsNames.length; index++) { results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index])); } return results; }; Engine.prototype.getAttributes = function (shaderProgram, attributesNames) { var results = []; for (var index = 0; index < attributesNames.length; index++) { try { results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index])); } catch (e) { results.push(-1); } } return results; }; Engine.prototype.enableEffect = function (effect) { if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) { if (effect && effect.onBind) { effect.onBind(effect); } return; } this._vertexAttribArrays = this._vertexAttribArrays || []; // Use program this._gl.useProgram(effect.getProgram()); for (var i in this._vertexAttribArrays) { if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) { continue; } this._vertexAttribArrays[i] = false; this._gl.disableVertexAttribArray(i); } var attributesCount = effect.getAttributesCount(); for (var index = 0; index < attributesCount; index++) { // Attributes var order = effect.getAttributeLocation(index); if (order >= 0) { this._vertexAttribArrays[order] = true; this._gl.enableVertexAttribArray(order); } } this._currentEffect = effect; if (effect.onBind) { effect.onBind(effect); } }; Engine.prototype.setArray = function (uniform, array) { if (!uniform) return; this._gl.uniform1fv(uniform, array); }; Engine.prototype.setArray2 = function (uniform, array) { if (!uniform || array.length % 2 !== 0) return; this._gl.uniform2fv(uniform, array); }; Engine.prototype.setArray3 = function (uniform, array) { if (!uniform || array.length % 3 !== 0) return; this._gl.uniform3fv(uniform, array); }; Engine.prototype.setArray4 = function (uniform, array) { if (!uniform || array.length % 4 !== 0) return; this._gl.uniform4fv(uniform, array); }; Engine.prototype.setMatrices = function (uniform, matrices) { if (!uniform) return; this._gl.uniformMatrix4fv(uniform, false, matrices); }; Engine.prototype.setMatrix = function (uniform, matrix) { if (!uniform) return; this._gl.uniformMatrix4fv(uniform, false, matrix.toArray()); }; Engine.prototype.setMatrix3x3 = function (uniform, matrix) { if (!uniform) return; this._gl.uniformMatrix3fv(uniform, false, matrix); }; Engine.prototype.setMatrix2x2 = function (uniform, matrix) { if (!uniform) return; this._gl.uniformMatrix2fv(uniform, false, matrix); }; Engine.prototype.setFloat = function (uniform, value) { if (!uniform) return; this._gl.uniform1f(uniform, value); }; Engine.prototype.setFloat2 = function (uniform, x, y) { if (!uniform) return; this._gl.uniform2f(uniform, x, y); }; Engine.prototype.setFloat3 = function (uniform, x, y, z) { if (!uniform) return; this._gl.uniform3f(uniform, x, y, z); }; Engine.prototype.setBool = function (uniform, bool) { if (!uniform) return; this._gl.uniform1i(uniform, bool); }; Engine.prototype.setFloat4 = function (uniform, x, y, z, w) { if (!uniform) return; this._gl.uniform4f(uniform, x, y, z, w); }; Engine.prototype.setColor3 = function (uniform, color3) { if (!uniform) return; this._gl.uniform3f(uniform, color3.r, color3.g, color3.b); }; Engine.prototype.setColor4 = function (uniform, color3, alpha) { if (!uniform) return; this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha); }; // States Engine.prototype.setState = function (culling, zOffset, force, reverseSide) { if (zOffset === void 0) { zOffset = 0; } if (reverseSide === void 0) { reverseSide = false; } // Culling var showSide = reverseSide ? this._gl.FRONT : this._gl.BACK; var hideSide = reverseSide ? this._gl.BACK : this._gl.FRONT; var cullFace = this.cullBackFaces ? showSide : hideSide; if (this._depthCullingState.cull !== culling || force || this._depthCullingState.cullFace !== cullFace) { if (culling) { this._depthCullingState.cullFace = cullFace; this._depthCullingState.cull = true; } else { this._depthCullingState.cull = false; } } // Z offset this._depthCullingState.zOffset = zOffset; }; Engine.prototype.setDepthBuffer = function (enable) { this._depthCullingState.depthTest = enable; }; Engine.prototype.getDepthWrite = function () { return this._depthCullingState.depthMask; }; Engine.prototype.setDepthWrite = function (enable) { this._depthCullingState.depthMask = enable; }; Engine.prototype.setColorWrite = function (enable) { this._gl.colorMask(enable, enable, enable, enable); }; Engine.prototype.setAlphaMode = function (mode) { if (this._alphaMode === mode) { return; } switch (mode) { case Engine.ALPHA_DISABLE: this.setDepthWrite(true); this._alphaState.alphaBlend = false; break; case Engine.ALPHA_COMBINE: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_ONEONE: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_ADD: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_SUBTRACT: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_MULTIPLY: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_MAXIMIZED: this.setDepthWrite(false); this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; } this._alphaMode = mode; }; Engine.prototype.getAlphaMode = function () { return this._alphaMode; }; Engine.prototype.setAlphaTesting = function (enable) { this._alphaTest = enable; }; Engine.prototype.getAlphaTesting = function () { return this._alphaTest; }; // Textures Engine.prototype.wipeCaches = function () { this.resetTextureCache(); this._currentEffect = null; this._depthCullingState.reset(); this._alphaState.reset(); this._cachedVertexBuffers = null; this._cachedIndexBuffer = null; this._cachedEffectForVertexBuffers = null; }; Engine.prototype.setSamplingMode = function (texture, samplingMode) { var gl = this._gl; gl.bindTexture(gl.TEXTURE_2D, texture); var magFilter = gl.NEAREST; var minFilter = gl.NEAREST; if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; minFilter = gl.LINEAR; } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; minFilter = gl.LINEAR_MIPMAP_LINEAR; } gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.bindTexture(gl.TEXTURE_2D, null); texture.samplingMode = samplingMode; }; Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) { var _this = this; if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } if (onLoad === void 0) { onLoad = null; } if (onError === void 0) { onError = null; } if (buffer === void 0) { buffer = null; } var texture = this._gl.createTexture(); var extension; var fromData = false; if (url.substr(0, 5) === "data:") { fromData = true; } if (!fromData) extension = url.substr(url.length - 4, 4).toLowerCase(); else { var oldUrl = url; fromData = oldUrl.split(':'); url = oldUrl; extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase(); } var isDDS = this.getCaps().s3tc && (extension === ".dds"); var isTGA = (extension === ".tga"); scene._addPendingData(texture); texture.url = url; texture.noMipmap = noMipmap; texture.references = 1; texture.samplingMode = samplingMode; this._loadedTexturesCache.push(texture); var onerror = function () { scene._removePendingData(texture); if (onError) { onError(); } }; var callback; if (isTGA) { callback = function (arrayBuffer) { var data = new Uint8Array(arrayBuffer); var header = BABYLON.Internals.TGATools.GetTGAHeader(data); prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () { BABYLON.Internals.TGATools.UploadContent(_this._gl, data); if (onLoad) { onLoad(); } }, samplingMode); }; if (!(fromData instanceof Array)) BABYLON.Tools.LoadFile(url, function (arrayBuffer) { callback(arrayBuffer); }, onerror, scene.database, true); else callback(buffer); } else if (isDDS) { callback = function (data) { var info = BABYLON.Internals.DDSTools.GetDDSInfo(data); var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1); prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () { BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1); if (onLoad) { onLoad(); } }, samplingMode); }; if (!(fromData instanceof Array)) BABYLON.Tools.LoadFile(url, function (data) { callback(data); }, onerror, scene.database, true); else callback(buffer); } else { var onload = function (img) { prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) { var isPot = (img.width === potWidth && img.height === potHeight); if (!isPot) { _this._prepareWorkingCanvas(); _this._workingCanvas.width = potWidth; _this._workingCanvas.height = potHeight; if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { _this._workingContext.imageSmoothingEnabled = false; _this._workingContext.mozImageSmoothingEnabled = false; _this._workingContext.oImageSmoothingEnabled = false; _this._workingContext.webkitImageSmoothingEnabled = false; _this._workingContext.msImageSmoothingEnabled = false; } _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight); if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { _this._workingContext.imageSmoothingEnabled = true; _this._workingContext.mozImageSmoothingEnabled = true; _this._workingContext.oImageSmoothingEnabled = true; _this._workingContext.webkitImageSmoothingEnabled = true; _this._workingContext.msImageSmoothingEnabled = true; } } _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas); if (onLoad) { onLoad(); } }, samplingMode); }; if (!(fromData instanceof Array)) BABYLON.Tools.LoadImage(url, onload, onerror, scene.database); else BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database); } return texture; }; Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression) { if (compression === void 0) { compression = null; } var internalFormat = this._gl.RGBA; switch (format) { case Engine.TEXTUREFORMAT_ALPHA: internalFormat = this._gl.ALPHA; break; case Engine.TEXTUREFORMAT_LUMINANCE: internalFormat = this._gl.LUMINANCE; break; case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA: internalFormat = this._gl.LUMINANCE_ALPHA; break; case Engine.TEXTUREFORMAT_RGB: internalFormat = this._gl.RGB; break; case Engine.TEXTUREFORMAT_RGBA: internalFormat = this._gl.RGBA; break; } this._gl.bindTexture(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0)); if (compression) { this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture._width, texture._height, 0, data); } else { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, texture._width, texture._height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data); } if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._gl.bindTexture(this._gl.TEXTURE_2D, null); this.resetTextureCache(); texture.isReady = true; }; Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression) { if (compression === void 0) { compression = null; } var texture = this._gl.createTexture(); texture._baseWidth = width; texture._baseHeight = height; texture._width = width; texture._height = height; texture.references = 1; this.updateRawTexture(texture, data, format, invertY, compression); this._gl.bindTexture(this._gl.TEXTURE_2D, texture); // Filters var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min); this._gl.bindTexture(this._gl.TEXTURE_2D, null); texture.samplingMode = samplingMode; this._loadedTexturesCache.push(texture); return texture; }; Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode, forceExponantOfTwo) { if (forceExponantOfTwo === void 0) { forceExponantOfTwo = true; } var texture = this._gl.createTexture(); texture._baseWidth = width; texture._baseHeight = height; if (forceExponantOfTwo) { width = BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize); height = BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize); } this.resetTextureCache(); texture._width = width; texture._height = height; texture.isReady = false; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samplingMode = samplingMode; this.updateTextureSamplingMode(samplingMode, texture); this._loadedTexturesCache.push(texture); return texture; }; Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) { var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl); if (texture.isCube) { this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, texture); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min); this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null); } else { this._gl.bindTexture(this._gl.TEXTURE_2D, texture); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min); this._gl.bindTexture(this._gl.TEXTURE_2D, null); } }; Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) { this._gl.bindTexture(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0); this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas); if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._gl.bindTexture(this._gl.TEXTURE_2D, null); this.resetTextureCache(); texture.isReady = true; }; Engine.prototype.updateVideoTexture = function (texture, video, invertY) { if (texture._isDisabled) { return; } this._gl.bindTexture(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default try { // Testing video texture support if (this._videoTextureSupported === undefined) { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video); if (this._gl.getError() !== 0) { this._videoTextureSupported = false; } else { this._videoTextureSupported = true; } } // Copy video through the current working canvas if video texture is not supported if (!this._videoTextureSupported) { if (!texture._workingCanvas) { texture._workingCanvas = document.createElement("canvas"); texture._workingContext = texture._workingCanvas.getContext("2d"); texture._workingCanvas.width = texture._width; texture._workingCanvas.height = texture._height; } texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height); this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas); } else { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video); } if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._gl.bindTexture(this._gl.TEXTURE_2D, null); this.resetTextureCache(); texture.isReady = true; } catch (ex) { // Something unexpected // Let's disable the texture texture._isDisabled = true; } }; Engine.prototype.createRenderTargetTexture = function (size, options) { // old version had a "generateMipMaps" arg instead of options. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value // in the same way, generateDepthBuffer is defaulted to true var generateMipMaps = false; var generateDepthBuffer = true; var type = Engine.TEXTURETYPE_UNSIGNED_INT; var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; if (options !== undefined) { generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps; generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer; type = options.type === undefined ? type : options.type; if (options.samplingMode !== undefined) { samplingMode = options.samplingMode; } if (type === Engine.TEXTURETYPE_FLOAT) { // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } } var gl = this._gl; var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); var width = size.width || size; var height = size.height || size; var filters = getSamplingParameters(samplingMode, generateMipMaps, gl); if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) { type = Engine.TEXTURETYPE_UNSIGNED_INT; BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type"); } gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null); var depthBuffer; // Create the depth buffer if (generateDepthBuffer) { depthBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); } // Create the framebuffer var framebuffer = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); if (generateDepthBuffer) { gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); } if (generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } // Unbind gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); texture._framebuffer = framebuffer; if (generateDepthBuffer) { texture._depthBuffer = depthBuffer; } texture._width = width; texture._height = height; texture.isReady = true; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samplingMode = samplingMode; this.resetTextureCache(); this._loadedTexturesCache.push(texture); return texture; }; Engine.prototype.createRenderTargetCubeTexture = function (size, options) { var gl = this._gl; var texture = gl.createTexture(); var generateMipMaps = true; var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; if (options !== undefined) { generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps; if (options.samplingMode !== undefined) { samplingMode = options.samplingMode; } } texture.isCube = true; texture.references = 1; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samplingMode = samplingMode; var filters = getSamplingParameters(samplingMode, generateMipMaps, gl); gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); for (var face = 0; face < 6; face++) { gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // Create the depth buffer var depthBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size); // Create the framebuffer var framebuffer = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); // mipmaps if (texture.generateMipMaps) { gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } // Unbind gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); texture._framebuffer = framebuffer; texture._depthBuffer = depthBuffer; this.resetTextureCache(); texture._width = size; texture._height = size; texture.isReady = true; return texture; }; Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) { var _this = this; var gl = this._gl; var texture = gl.createTexture(); texture.isCube = true; texture.url = rootUrl; texture.references = 1; var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase(); var isDDS = this.getCaps().s3tc && (extension === ".dds"); if (isDDS) { BABYLON.Tools.LoadFile(rootUrl, function (data) { var info = BABYLON.Internals.DDSTools.GetDDSInfo(data); var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap; gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6); if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) { gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); _this.resetTextureCache(); texture._width = info.width; texture._height = info.height; texture.isReady = true; }, null, null, true); } else { cascadeLoad(rootUrl, scene, function (imgs) { var width = BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize); var height = width; _this._prepareWorkingCanvas(); _this._workingCanvas.width = width; _this._workingCanvas.height = height; var faces = [ gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ]; gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); for (var index = 0; index < faces.length; index++) { _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height); gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas); } if (!noMipmap) { gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); _this.resetTextureCache(); texture._width = width; texture._height = height; texture.isReady = true; }, extensions); } return texture; }; Engine.prototype._releaseTexture = function (texture) { var gl = this._gl; if (texture._framebuffer) { gl.deleteFramebuffer(texture._framebuffer); } if (texture._depthBuffer) { gl.deleteRenderbuffer(texture._depthBuffer); } gl.deleteTexture(texture); // Unbind channels this.unbindAllTextures(); var index = this._loadedTexturesCache.indexOf(texture); if (index !== -1) { this._loadedTexturesCache.splice(index, 1); } }; Engine.prototype.bindSamplers = function (effect) { this._gl.useProgram(effect.getProgram()); var samplers = effect.getSamplers(); for (var index = 0; index < samplers.length; index++) { var uniform = effect.getUniform(samplers[index]); this._gl.uniform1i(uniform, index); } this._currentEffect = null; }; Engine.prototype._bindTexture = function (channel, texture) { this._gl.activeTexture(this._gl["TEXTURE" + channel]); this._gl.bindTexture(this._gl.TEXTURE_2D, texture); this._activeTexturesCache[channel] = null; }; Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) { this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]); }; Engine.prototype.unbindAllTextures = function () { for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) { this._gl.activeTexture(this._gl["TEXTURE" + channel]); this._gl.bindTexture(this._gl.TEXTURE_2D, null); this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null); this._activeTexturesCache[channel] = null; } }; Engine.prototype.setTexture = function (channel, texture) { if (channel < 0) { return; } // Not ready? if (!texture || !texture.isReady()) { if (this._activeTexturesCache[channel] != null) { this._gl.activeTexture(this._gl["TEXTURE" + channel]); this._gl.bindTexture(this._gl.TEXTURE_2D, null); this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null); this._activeTexturesCache[channel] = null; } return; } // Video var alreadyActivated = false; if (texture instanceof BABYLON.VideoTexture) { this._gl.activeTexture(this._gl["TEXTURE" + channel]); alreadyActivated = true; texture.update(); } else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { texture.delayLoad(); return; } if (this._activeTexturesCache[channel] === texture) { return; } this._activeTexturesCache[channel] = texture; var internalTexture = texture.getInternalTexture(); if (!alreadyActivated) { this._gl.activeTexture(this._gl["TEXTURE" + channel]); } if (internalTexture.isCube) { this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture); if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) { internalTexture._cachedCoordinatesMode = texture.coordinatesMode; // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE; this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode); } this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture); } else { this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture); if (internalTexture._cachedWrapU !== texture.wrapU) { internalTexture._cachedWrapU = texture.wrapU; switch (texture.wrapU) { case BABYLON.Texture.WRAP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT); break; case BABYLON.Texture.CLAMP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE); break; case BABYLON.Texture.MIRROR_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT); break; } } if (internalTexture._cachedWrapV !== texture.wrapV) { internalTexture._cachedWrapV = texture.wrapV; switch (texture.wrapV) { case BABYLON.Texture.WRAP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT); break; case BABYLON.Texture.CLAMP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE); break; case BABYLON.Texture.MIRROR_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT); break; } } this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture); } }; Engine.prototype._setAnisotropicLevel = function (key, texture) { var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension; var value = texture.anisotropicFilteringLevel; if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { value = 1; } if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) { this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy)); texture._cachedAnisotropicFilteringLevel = value; } }; Engine.prototype.readPixels = function (x, y, width, height) { var data = new Uint8Array(height * width * 4); this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data); return data; }; Engine.prototype.releaseInternalTexture = function (texture) { if (!texture) { return; } texture.references--; // Final reference ? if (texture.references === 0) { var texturesCache = this.getLoadedTexturesCache(); var index = texturesCache.indexOf(texture); if (index > -1) { texturesCache.splice(index, 1); } this._releaseTexture(texture); } }; // Dispose Engine.prototype.dispose = function () { this.hideLoadingUI(); this.stopRenderLoop(); // Release scenes while (this.scenes.length) { this.scenes[0].dispose(); } // Release audio engine Engine.audioEngine.dispose(); // Release effects for (var name in this._compiledEffects) { this._gl.deleteProgram(this._compiledEffects[name]._program); } // Unbind for (var i in this._vertexAttribArrays) { if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) { continue; } this._gl.disableVertexAttribArray(i); } this._gl = null; // Events window.removeEventListener("blur", this._onBlur); window.removeEventListener("focus", this._onFocus); document.removeEventListener("fullscreenchange", this._onFullscreenChange); document.removeEventListener("mozfullscreenchange", this._onFullscreenChange); document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange); document.removeEventListener("msfullscreenchange", this._onFullscreenChange); document.removeEventListener("pointerlockchange", this._onPointerLockChange); document.removeEventListener("mspointerlockchange", this._onPointerLockChange); document.removeEventListener("mozpointerlockchange", this._onPointerLockChange); document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange); }; // Loading screen Engine.prototype.displayLoadingUI = function () { this._loadingScreen.displayLoadingUI(); }; Engine.prototype.hideLoadingUI = function () { this._loadingScreen.hideLoadingUI(); }; Object.defineProperty(Engine.prototype, "loadingScreen", { get: function () { return this._loadingScreen; }, set: function (loadingScreen) { this._loadingScreen = loadingScreen; }, enumerable: true, configurable: true }); Object.defineProperty(Engine.prototype, "loadingUIText", { set: function (text) { this._loadingScreen.loadingUIText = text; }, enumerable: true, configurable: true }); Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", { set: function (color) { this._loadingScreen.loadingUIBackgroundColor = color; }, enumerable: true, configurable: true }); // FPS Engine.prototype.getFps = function () { return this.fps; }; Engine.prototype.getDeltaTime = function () { return this.deltaTime; }; Engine.prototype._measureFps = function () { this.previousFramesDuration.push(BABYLON.Tools.Now); var length = this.previousFramesDuration.length; if (length >= 2) { this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2]; } if (length >= this.fpsRange) { if (length > this.fpsRange) { this.previousFramesDuration.splice(0, 1); length = this.previousFramesDuration.length; } var sum = 0; for (var id = 0; id < length - 1; id++) { sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id]; } this.fps = 1000.0 / (sum / (length - 1)); } }; // Statics Engine.isSupported = function () { try { // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable if (navigator.isCocoonJS) { return true; } var tempcanvas = document.createElement("canvas"); var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl"); return gl != null && !!window.WebGLRenderingContext; } catch (e) { return false; } }; // Const statics Engine._ALPHA_DISABLE = 0; Engine._ALPHA_ADD = 1; Engine._ALPHA_COMBINE = 2; Engine._ALPHA_SUBTRACT = 3; Engine._ALPHA_MULTIPLY = 4; Engine._ALPHA_MAXIMIZED = 5; Engine._ALPHA_ONEONE = 6; Engine._DELAYLOADSTATE_NONE = 0; Engine._DELAYLOADSTATE_LOADED = 1; Engine._DELAYLOADSTATE_LOADING = 2; Engine._DELAYLOADSTATE_NOTLOADED = 4; Engine._TEXTUREFORMAT_ALPHA = 0; Engine._TEXTUREFORMAT_LUMINANCE = 1; Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2; Engine._TEXTUREFORMAT_RGB = 4; Engine._TEXTUREFORMAT_RGBA = 5; Engine._TEXTURETYPE_UNSIGNED_INT = 0; Engine._TEXTURETYPE_FLOAT = 1; // Updatable statics so stick with vars here Engine.Epsilon = 0.001; Engine.CollisionsEpsilon = 0.001; Engine.CodeRepository = "src/"; Engine.ShadersRepository = "src/Shaders/"; return Engine; })(); BABYLON.Engine = Engine; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { /** * Node is the basic class for all scene objects (Mesh, Light Camera). */ var Node = (function () { /** * @constructor * @param {string} name - the name and id to be given to this node * @param {BABYLON.Scene} the scene this node will be added to */ function Node(name, scene) { this.state = ""; this.animations = new Array(); this._childrenFlag = -1; this._isEnabled = true; this._isReady = true; this._currentRenderId = -1; this._parentRenderId = -1; this.name = name; this.id = name; this._scene = scene; this._initCache(); } Node.prototype.getScene = function () { return this._scene; }; Node.prototype.getEngine = function () { return this._scene.getEngine(); }; // override it in derived class Node.prototype.getWorldMatrix = function () { return BABYLON.Matrix.Identity(); }; // override it in derived class if you add new variables to the cache // and call the parent class method Node.prototype._initCache = function () { this._cache = {}; this._cache.parent = undefined; }; Node.prototype.updateCache = function (force) { if (!force && this.isSynchronized()) return; this._cache.parent = this.parent; this._updateCache(); }; // override it in derived class if you add new variables to the cache // and call the parent class method if !ignoreParentClass Node.prototype._updateCache = function (ignoreParentClass) { }; // override it in derived class if you add new variables to the cache Node.prototype._isSynchronized = function () { return true; }; Node.prototype._markSyncedWithParent = function () { this._parentRenderId = this.parent._currentRenderId; }; Node.prototype.isSynchronizedWithParent = function () { if (!this.parent) { return true; } if (this._parentRenderId !== this.parent._currentRenderId) { return false; } return this.parent.isSynchronized(); }; Node.prototype.isSynchronized = function (updateCache) { var check = this.hasNewParent(); check = check || !this.isSynchronizedWithParent(); check = check || !this._isSynchronized(); if (updateCache) this.updateCache(true); return !check; }; Node.prototype.hasNewParent = function (update) { if (this._cache.parent === this.parent) return false; if (update) this._cache.parent = this.parent; return true; }; /** * Is this node ready to be used/rendered * @return {boolean} is it ready */ Node.prototype.isReady = function () { return this._isReady; }; /** * Is this node enabled. * If the node has a parent and is enabled, the parent will be inspected as well. * @return {boolean} whether this node (and its parent) is enabled. * @see setEnabled */ Node.prototype.isEnabled = function () { if (!this._isEnabled) { return false; } if (this.parent) { return this.parent.isEnabled(); } return true; }; /** * Set the enabled state of this node. * @param {boolean} value - the new enabled state * @see isEnabled */ Node.prototype.setEnabled = function (value) { this._isEnabled = value; }; /** * Is this node a descendant of the given node. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined. * @param {BABYLON.Node} ancestor - The parent node to inspect * @see parent */ Node.prototype.isDescendantOf = function (ancestor) { if (this.parent) { if (this.parent === ancestor) { return true; } return this.parent.isDescendantOf(ancestor); } return false; }; Node.prototype._getDescendants = function (list, results) { for (var index = 0; index < list.length; index++) { var item = list[index]; if (item.isDescendantOf(this)) { results.push(item); } } }; /** * Will return all nodes that have this node as parent. * @return {BABYLON.Node[]} all children nodes of all types. */ Node.prototype.getDescendants = function () { var results = []; this._getDescendants(this._scene.meshes, results); this._getDescendants(this._scene.lights, results); this._getDescendants(this._scene.cameras, results); return results; }; Node.prototype._setReady = function (state) { if (state === this._isReady) { return; } if (!state) { this._isReady = false; return; } this._isReady = true; if (this.onReady) { this.onReady(this); } }; Node.prototype.getAnimationByName = function (name) { for (var i = 0; i < this.animations.length; i++) { var animation = this.animations[i]; if (animation.name === name) { return animation; } } return null; }; return Node; })(); BABYLON.Node = Node; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FilesInput = (function () { /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded, /// loading progress callback and optionnal addionnal logic to call in the rendering loop function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) { this._engine = p_engine; this._canvas = p_canvas; this._currentScene = p_scene; this._sceneLoadedCallback = p_sceneLoadedCallback; this._progressCallback = p_progressCallback; this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback; this._textureLoadingCallback = p_textureLoadingCallback; this._startingProcessingFilesCallback = p_startingProcessingFilesCallback; } FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) { var _this = this; if (p_elementToMonitor) { this._elementToMonitor = p_elementToMonitor; this._elementToMonitor.addEventListener("dragenter", function (e) { _this.drag(e); }, false); this._elementToMonitor.addEventListener("dragover", function (e) { _this.drag(e); }, false); this._elementToMonitor.addEventListener("drop", function (e) { _this.drop(e); }, false); } }; FilesInput.prototype.renderFunction = function () { if (this._additionnalRenderLoopLogicCallback) { this._additionnalRenderLoopLogicCallback(); } if (this._currentScene) { if (this._textureLoadingCallback) { var remaining = this._currentScene.getWaitingItemsCount(); if (remaining > 0) { this._textureLoadingCallback(remaining); } } this._currentScene.render(); } }; FilesInput.prototype.drag = function (e) { e.stopPropagation(); e.preventDefault(); }; FilesInput.prototype.drop = function (eventDrop) { eventDrop.stopPropagation(); eventDrop.preventDefault(); this.loadFiles(eventDrop); }; FilesInput.prototype.loadFiles = function (event) { if (this._startingProcessingFilesCallback) this._startingProcessingFilesCallback(); // Handling data transfer via drag'n'drop if (event && event.dataTransfer && event.dataTransfer.files) { this._filesToLoad = event.dataTransfer.files; } // Handling files from input files if (event && event.target && event.target.files) { this._filesToLoad = event.target.files; } if (this._filesToLoad && this._filesToLoad.length > 0) { for (var i = 0; i < this._filesToLoad.length; i++) { switch (this._filesToLoad[i].type) { case "image/jpeg": case "image/png": case "image/bmp": FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i]; break; case "image/targa": case "image/vnd.ms-dds": case "audio/wav": case "audio/x-wav": case "audio/mp3": case "audio/mpeg": case "audio/mpeg3": case "audio/x-mpeg-3": case "audio/ogg": FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i]; break; default: if ((this._filesToLoad[i].name.indexOf(".babylon") !== -1 || this._filesToLoad[i].name.indexOf(".stl") !== -1 || this._filesToLoad[i].name.indexOf(".obj") !== -1 || this._filesToLoad[i].name.indexOf(".mtl") !== -1) && this._filesToLoad[i].name.indexOf(".manifest") === -1 && this._filesToLoad[i].name.indexOf(".incremental") === -1 && this._filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && this._filesToLoad[i].name.indexOf(".babylongeometrydata") === -1 && this._filesToLoad[i].name.indexOf(".babylonbinarymeshdata") === -1 && this._filesToLoad[i].name.indexOf(".binary.babylon") === -1) { this._sceneFileToLoad = this._filesToLoad[i]; } break; } } this.reload(); } }; FilesInput.prototype.reload = function () { var _this = this; var that = this; // If a ".babylon" file has been provided if (this._sceneFileToLoad) { if (this._currentScene) { if (BABYLON.Tools.errorsCount > 0) { BABYLON.Tools.ClearLogCache(); BABYLON.Tools.Log("Babylon.js engine (v" + BABYLON.Engine.Version + ") launched"); } this._engine.stopRenderLoop(); this._currentScene.dispose(); } BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) { that._currentScene = newScene; // Wait for textures and shaders to be ready that._currentScene.executeWhenReady(function () { // Attach camera to canvas inputs if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) { that._currentScene.createDefaultCameraOrLight(); } that._currentScene.activeCamera.attachControl(that._canvas); if (that._sceneLoadedCallback) { that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene); } that._engine.runRenderLoop(function () { that.renderFunction(); }); }); }, function (progress) { if (_this._progressCallback) { _this._progressCallback(progress); } }); } else { BABYLON.Tools.Error("Please provide a valid .babylon file."); } }; FilesInput.FilesTextures = new Array(); FilesInput.FilesToLoad = new Array(); return FilesInput; })(); BABYLON.FilesInput = FilesInput; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var IntersectionInfo = (function () { function IntersectionInfo(bu, bv, distance) { this.bu = bu; this.bv = bv; this.distance = distance; this.faceId = 0; this.subMeshId = 0; } return IntersectionInfo; })(); BABYLON.IntersectionInfo = IntersectionInfo; var PickingInfo = (function () { function PickingInfo() { this.hit = false; this.distance = 0; this.pickedPoint = null; this.pickedMesh = null; this.bu = 0; this.bv = 0; this.faceId = -1; this.subMeshId = 0; this.pickedSprite = null; } // Methods PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) { if (useWorldCoordinates === void 0) { useWorldCoordinates = false; } if (useVerticesNormals === void 0) { useVerticesNormals = true; } if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { return null; } var indices = this.pickedMesh.getIndices(); var result; if (useVerticesNormals) { var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind); var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3); var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3); var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3); normal0 = normal0.scale(this.bu); normal1 = normal1.scale(this.bv); normal2 = normal2.scale(1.0 - this.bu - this.bv); result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z); } else { var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3); var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3); var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3); var p1p2 = vertex1.subtract(vertex2); var p3p2 = vertex3.subtract(vertex2); result = BABYLON.Vector3.Cross(p1p2, p3p2); } if (useWorldCoordinates) { result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix()); } return BABYLON.Vector3.Normalize(result); }; PickingInfo.prototype.getTextureCoordinates = function () { if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { return null; } var indices = this.pickedMesh.getIndices(); var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind); var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2); var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2); var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2); uv0 = uv0.scale(1.0 - this.bu - this.bv); uv1 = uv1.scale(this.bu); uv2 = uv2.scale(this.bv); return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y); }; return PickingInfo; })(); BABYLON.PickingInfo = PickingInfo; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BoundingSphere = (function () { function BoundingSphere(minimum, maximum) { this.minimum = minimum; this.maximum = maximum; this._tempRadiusVector = BABYLON.Vector3.Zero(); var distance = BABYLON.Vector3.Distance(minimum, maximum); this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5); this.radius = distance * 0.5; this.centerWorld = BABYLON.Vector3.Zero(); this._update(BABYLON.Matrix.Identity()); } // Methods BoundingSphere.prototype._update = function (world) { BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld); BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector); this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius; }; BoundingSphere.prototype.isInFrustum = function (frustumPlanes) { for (var i = 0; i < 6; i++) { if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) return false; } return true; }; BoundingSphere.prototype.intersectsPoint = function (point) { var x = this.centerWorld.x - point.x; var y = this.centerWorld.y - point.y; var z = this.centerWorld.z - point.z; var distance = Math.sqrt((x * x) + (y * y) + (z * z)); if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon) return false; return true; }; // Statics BoundingSphere.Intersects = function (sphere0, sphere1) { var x = sphere0.centerWorld.x - sphere1.centerWorld.x; var y = sphere0.centerWorld.y - sphere1.centerWorld.y; var z = sphere0.centerWorld.z - sphere1.centerWorld.z; var distance = Math.sqrt((x * x) + (y * y) + (z * z)); if (sphere0.radiusWorld + sphere1.radiusWorld < distance) return false; return true; }; return BoundingSphere; })(); BABYLON.BoundingSphere = BoundingSphere; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BoundingBox = (function () { function BoundingBox(minimum, maximum) { this.minimum = minimum; this.maximum = maximum; this.vectors = new Array(); this.vectorsWorld = new Array(); // Bounding vectors this.vectors.push(this.minimum.clone()); this.vectors.push(this.maximum.clone()); this.vectors.push(this.minimum.clone()); this.vectors[2].x = this.maximum.x; this.vectors.push(this.minimum.clone()); this.vectors[3].y = this.maximum.y; this.vectors.push(this.minimum.clone()); this.vectors[4].z = this.maximum.z; this.vectors.push(this.maximum.clone()); this.vectors[5].z = this.minimum.z; this.vectors.push(this.maximum.clone()); this.vectors[6].x = this.minimum.x; this.vectors.push(this.maximum.clone()); this.vectors[7].y = this.minimum.y; // OBB this.center = this.maximum.add(this.minimum).scale(0.5); this.extendSize = this.maximum.subtract(this.minimum).scale(0.5); this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()]; // World for (var index = 0; index < this.vectors.length; index++) { this.vectorsWorld[index] = BABYLON.Vector3.Zero(); } this.minimumWorld = BABYLON.Vector3.Zero(); this.maximumWorld = BABYLON.Vector3.Zero(); this._update(BABYLON.Matrix.Identity()); } // Methods BoundingBox.prototype.getWorldMatrix = function () { return this._worldMatrix; }; BoundingBox.prototype._update = function (world) { BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld); BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld); for (var index = 0; index < this.vectors.length; index++) { var v = this.vectorsWorld[index]; BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v); if (v.x < this.minimumWorld.x) this.minimumWorld.x = v.x; if (v.y < this.minimumWorld.y) this.minimumWorld.y = v.y; if (v.z < this.minimumWorld.z) this.minimumWorld.z = v.z; if (v.x > this.maximumWorld.x) this.maximumWorld.x = v.x; if (v.y > this.maximumWorld.y) this.maximumWorld.y = v.y; if (v.z > this.maximumWorld.z) this.maximumWorld.z = v.z; } // OBB this.maximumWorld.addToRef(this.minimumWorld, this.center); this.center.scaleInPlace(0.5); BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]); BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]); BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]); this._worldMatrix = world; }; BoundingBox.prototype.isInFrustum = function (frustumPlanes) { return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes); }; BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) { return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes); }; BoundingBox.prototype.intersectsPoint = function (point) { var delta = -BABYLON.Engine.Epsilon; if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x) return false; if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y) return false; if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z) return false; return true; }; BoundingBox.prototype.intersectsSphere = function (sphere) { return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld); }; BoundingBox.prototype.intersectsMinMax = function (min, max) { if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x) return false; if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y) return false; if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z) return false; return true; }; // Statics BoundingBox.Intersects = function (box0, box1) { if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x) return false; if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y) return false; if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z) return false; return true; }; BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) { var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint); var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector); return (num <= (sphereRadius * sphereRadius)); }; BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) { for (var p = 0; p < 6; p++) { for (var i = 0; i < 8; i++) { if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) { return false; } } } return true; }; BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) { for (var p = 0; p < 6; p++) { var inCount = 8; for (var i = 0; i < 8; i++) { if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) { --inCount; } else { break; } } if (inCount === 0) return false; } return true; }; return BoundingBox; })(); BABYLON.BoundingBox = BoundingBox; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var computeBoxExtents = function (axis, box) { var p = BABYLON.Vector3.Dot(box.center, axis); var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x; var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y; var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z; var r = r0 + r1 + r2; return { min: p - r, max: p + r }; }; var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); }; var axisOverlap = function (axis, box0, box1) { var result0 = computeBoxExtents(axis, box0); var result1 = computeBoxExtents(axis, box1); return extentsOverlap(result0.min, result0.max, result1.min, result1.max); }; var BoundingInfo = (function () { function BoundingInfo(minimum, maximum) { this.minimum = minimum; this.maximum = maximum; this.boundingBox = new BABYLON.BoundingBox(minimum, maximum); this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum); } // Methods BoundingInfo.prototype._update = function (world) { this.boundingBox._update(world); this.boundingSphere._update(world); }; BoundingInfo.prototype.isInFrustum = function (frustumPlanes) { if (!this.boundingSphere.isInFrustum(frustumPlanes)) return false; return this.boundingBox.isInFrustum(frustumPlanes); }; BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) { return this.boundingBox.isCompletelyInFrustum(frustumPlanes); }; BoundingInfo.prototype._checkCollision = function (collider) { return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld); }; BoundingInfo.prototype.intersectsPoint = function (point) { if (!this.boundingSphere.centerWorld) { return false; } if (!this.boundingSphere.intersectsPoint(point)) { return false; } if (!this.boundingBox.intersectsPoint(point)) { return false; } return true; }; BoundingInfo.prototype.intersects = function (boundingInfo, precise) { if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) { return false; } if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) { return false; } if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) { return false; } if (!precise) { return true; } var box0 = this.boundingBox; var box1 = boundingInfo.boundingBox; if (!axisOverlap(box0.directions[0], box0, box1)) return false; if (!axisOverlap(box0.directions[1], box0, box1)) return false; if (!axisOverlap(box0.directions[2], box0, box1)) return false; if (!axisOverlap(box1.directions[0], box0, box1)) return false; if (!axisOverlap(box1.directions[1], box0, box1)) return false; if (!axisOverlap(box1.directions[2], box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) return false; if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) return false; return true; }; return BoundingInfo; })(); BABYLON.BoundingInfo = BoundingInfo; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var AbstractMesh = (function (_super) { __extends(AbstractMesh, _super); function AbstractMesh(name, scene) { var _this = this; _super.call(this, name, scene); // Properties this.definedFacingForward = true; // orientation for POV movement & rotation this.position = new BABYLON.Vector3(0, 0, 0); this.rotation = new BABYLON.Vector3(0, 0, 0); this.scaling = new BABYLON.Vector3(1, 1, 1); this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE; this.visibility = 1.0; this.alphaIndex = Number.MAX_VALUE; this.infiniteDistance = false; this.isVisible = true; this.isPickable = true; this.showBoundingBox = false; this.showSubMeshesBoundingBox = false; this.onDispose = null; this.isBlocker = false; this.renderingGroupId = 0; this.receiveShadows = false; this.renderOutline = false; this.outlineColor = BABYLON.Color3.Red(); this.outlineWidth = 0.02; this.renderOverlay = false; this.overlayColor = BABYLON.Color3.Red(); this.overlayAlpha = 0.5; this.hasVertexAlpha = false; this.useVertexColors = true; this.applyFog = true; this.computeBonesUsingShaders = true; this.scalingDeterminant = 1; this.numBoneInfluencers = 4; this.useOctreeForRenderingSelection = true; this.useOctreeForPicking = true; this.useOctreeForCollisions = true; this.layerMask = 0x0FFFFFFF; this.alwaysSelectAsActiveMesh = false; // Physics this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor; // Collisions this._checkCollisions = false; this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5); this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0); this._collider = new BABYLON.Collider(); this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0); this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0); this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0); // Edges this.edgesWidth = 1; this.edgesColor = new BABYLON.Color4(1, 0, 0, 1); // Cache this._localScaling = BABYLON.Matrix.Zero(); this._localRotation = BABYLON.Matrix.Zero(); this._localTranslation = BABYLON.Matrix.Zero(); this._localBillboard = BABYLON.Matrix.Zero(); this._localPivotScaling = BABYLON.Matrix.Zero(); this._localPivotScalingRotation = BABYLON.Matrix.Zero(); this._localWorld = BABYLON.Matrix.Zero(); this._worldMatrix = BABYLON.Matrix.Zero(); this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI); this._absolutePosition = BABYLON.Vector3.Zero(); this._collisionsTransformMatrix = BABYLON.Matrix.Zero(); this._collisionsScalingMatrix = BABYLON.Matrix.Zero(); this._isDirty = false; this._pivotMatrix = BABYLON.Matrix.Identity(); this._isDisposed = false; this._renderId = 0; this._intersectionsInProgress = new Array(); this._onAfterWorldMatrixUpdate = new Array(); this._isWorldMatrixFrozen = false; this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) { if (collidedMesh === void 0) { collidedMesh = null; } //TODO move this to the collision coordinator! if (_this.getScene().workerCollisions) newPosition.multiplyInPlace(_this._collider.radius); newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions); if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) { _this.position.addInPlace(_this._diffPositionForCollisions); } if (_this.onCollide && collidedMesh) { _this.onCollide(collidedMesh); } if (_this.onCollisionPositionChange) { _this.onCollisionPositionChange(_this.position); } }; scene.addMesh(this); } Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", { get: function () { return AbstractMesh._BILLBOARDMODE_NONE; }, enumerable: true, configurable: true }); Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", { get: function () { return AbstractMesh._BILLBOARDMODE_X; }, enumerable: true, configurable: true }); Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", { get: function () { return AbstractMesh._BILLBOARDMODE_Y; }, enumerable: true, configurable: true }); Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", { get: function () { return AbstractMesh._BILLBOARDMODE_Z; }, enumerable: true, configurable: true }); Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", { get: function () { return AbstractMesh._BILLBOARDMODE_ALL; }, enumerable: true, configurable: true }); // Methods AbstractMesh.prototype.disableEdgesRendering = function () { if (this._edgesRenderer !== undefined) { this._edgesRenderer.dispose(); this._edgesRenderer = undefined; } }; AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) { if (epsilon === void 0) { epsilon = 0.95; } if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; } this.disableEdgesRendering(); this._edgesRenderer = new BABYLON.EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices); }; Object.defineProperty(AbstractMesh.prototype, "isBlocked", { get: function () { return false; }, enumerable: true, configurable: true }); AbstractMesh.prototype.getLOD = function (camera) { return this; }; AbstractMesh.prototype.getTotalVertices = function () { return 0; }; AbstractMesh.prototype.getIndices = function () { return null; }; AbstractMesh.prototype.getVerticesData = function (kind) { return null; }; AbstractMesh.prototype.isVerticesDataPresent = function (kind) { return false; }; AbstractMesh.prototype.getBoundingInfo = function () { if (this._masterMesh) { return this._masterMesh.getBoundingInfo(); } if (!this._boundingInfo) { this._updateBoundingInfo(); } return this._boundingInfo; }; Object.defineProperty(AbstractMesh.prototype, "useBones", { get: function () { return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind); }, enumerable: true, configurable: true }); AbstractMesh.prototype._preActivate = function () { }; AbstractMesh.prototype._activate = function (renderId) { this._renderId = renderId; }; AbstractMesh.prototype.getWorldMatrix = function () { if (this._masterMesh) { return this._masterMesh.getWorldMatrix(); } if (this._currentRenderId !== this.getScene().getRenderId()) { this.computeWorldMatrix(); } return this._worldMatrix; }; Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", { get: function () { return this._worldMatrix; }, enumerable: true, configurable: true }); Object.defineProperty(AbstractMesh.prototype, "absolutePosition", { get: function () { return this._absolutePosition; }, enumerable: true, configurable: true }); AbstractMesh.prototype.freezeWorldMatrix = function () { this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily this.computeWorldMatrix(true); this._isWorldMatrixFrozen = true; }; AbstractMesh.prototype.unfreezeWorldMatrix = function () { this._isWorldMatrixFrozen = false; this.computeWorldMatrix(true); }; Object.defineProperty(AbstractMesh.prototype, "isWorldMatrixFrozen", { get: function () { return this._isWorldMatrixFrozen; }, enumerable: true, configurable: true }); AbstractMesh.prototype.rotate = function (axis, amount, space) { axis.normalize(); if (!this.rotationQuaternion) { this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); this.rotation = BABYLON.Vector3.Zero(); } var rotationQuaternion; if (!space || space === BABYLON.Space.LOCAL) { rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion); } else { if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix); } rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount); this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion); } }; AbstractMesh.prototype.translate = function (axis, distance, space) { var displacementVector = axis.scale(distance); if (!space || space === BABYLON.Space.LOCAL) { var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector); this.setPositionWithLocalVector(tempV3); } else { this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector)); } }; AbstractMesh.prototype.getAbsolutePosition = function () { this.computeWorldMatrix(); return this._absolutePosition; }; AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) { if (!absolutePosition) { return; } var absolutePositionX; var absolutePositionY; var absolutePositionZ; if (absolutePosition.x === undefined) { if (arguments.length < 3) { return; } absolutePositionX = arguments[0]; absolutePositionY = arguments[1]; absolutePositionZ = arguments[2]; } else { absolutePositionX = absolutePosition.x; absolutePositionY = absolutePosition.y; absolutePositionZ = absolutePosition.z; } if (this.parent) { var invertParentWorldMatrix = this.parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ); this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix); } else { this.position.x = absolutePositionX; this.position.y = absolutePositionY; this.position.z = absolutePositionZ; } }; // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; AbstractMesh.prototype.setPivotMatrix = function (matrix) { this._pivotMatrix = matrix; this._cache.pivotMatrixUpdated = true; }; AbstractMesh.prototype.getPivotMatrix = function () { return this._pivotMatrix; }; AbstractMesh.prototype._isSynchronized = function () { if (this._isDirty) { return false; } if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE) return false; if (this._cache.pivotMatrixUpdated) { return false; } if (this.infiniteDistance) { return false; } if (!this._cache.position.equals(this.position)) return false; if (this.rotationQuaternion) { if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion)) return false; } else { if (!this._cache.rotation.equals(this.rotation)) return false; } if (!this._cache.scaling.equals(this.scaling)) return false; return true; }; AbstractMesh.prototype._initCache = function () { _super.prototype._initCache.call(this); this._cache.localMatrixUpdated = false; this._cache.position = BABYLON.Vector3.Zero(); this._cache.scaling = BABYLON.Vector3.Zero(); this._cache.rotation = BABYLON.Vector3.Zero(); this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0); this._cache.billboardMode = -1; }; AbstractMesh.prototype.markAsDirty = function (property) { if (property === "rotation") { this.rotationQuaternion = null; } this._currentRenderId = Number.MAX_VALUE; this._isDirty = true; }; AbstractMesh.prototype._updateBoundingInfo = function () { this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition); this._boundingInfo._update(this.worldMatrixFromCache); this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache); }; AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) { if (!this.subMeshes) { return; } for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) { var subMesh = this.subMeshes[subIndex]; subMesh.updateBoundingInfo(matrix); } }; AbstractMesh.prototype.computeWorldMatrix = function (force) { if (this._isWorldMatrixFrozen) { return this._worldMatrix; } if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) { return this._worldMatrix; } this._cache.position.copyFrom(this.position); this._cache.scaling.copyFrom(this.scaling); this._cache.pivotMatrixUpdated = false; this._cache.billboardMode = this.billboardMode; this._currentRenderId = this.getScene().getRenderId(); this._isDirty = false; // Scaling BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, this._localScaling); // Rotation if (this.rotationQuaternion) { this.rotationQuaternion.toRotationMatrix(this._localRotation); this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion); } else { BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation); this._cache.rotation.copyFrom(this.rotation); } // Translation if (this.infiniteDistance && !this.parent) { var camera = this.getScene().activeCamera; if (camera) { var cameraWorldMatrix = camera.getWorldMatrix(); var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]); BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation); } } else { BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation); } // Composing transformations this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling); this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation); // Billboarding if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) { var localPosition = this.position.clone(); var zero = this.getScene().activeCamera.globalPosition.clone(); if (this.parent && this.parent.position) { localPosition.addInPlace(this.parent.position); BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation); } if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) !== AbstractMesh.BILLBOARDMODE_ALL) { if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X) zero.x = localPosition.x + BABYLON.Engine.Epsilon; if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y) zero.y = localPosition.y + 0.001; if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z) zero.z = localPosition.z + 0.001; } BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard); this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0; this._localBillboard.invert(); this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld); this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation); } // Local world this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld); // Parent if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) { this._markSyncedWithParent(); if (this._meshToBoneReferal) { if (!this._localMeshReferalTransform) { this._localMeshReferalTransform = BABYLON.Matrix.Zero(); } this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._localMeshReferalTransform); this._localMeshReferalTransform.multiplyToRef(this._meshToBoneReferal.getWorldMatrix(), this._worldMatrix); } else { this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix); } } else { this._worldMatrix.copyFrom(this._localWorld); } // Bounding info this._updateBoundingInfo(); // Absolute position this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]); // Callbacks for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) { this._onAfterWorldMatrixUpdate[callbackIndex](this); } return this._worldMatrix; }; /** * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated * @param func: callback function to add */ AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) { this._onAfterWorldMatrixUpdate.push(func); }; AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) { var index = this._onAfterWorldMatrixUpdate.indexOf(func); if (index > -1) { this._onAfterWorldMatrixUpdate.splice(index, 1); } }; AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) { this.computeWorldMatrix(); this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld); }; AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () { this.computeWorldMatrix(); var invLocalWorldMatrix = this._localWorld.clone(); invLocalWorldMatrix.invert(); return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix); }; AbstractMesh.prototype.locallyTranslate = function (vector3) { this.computeWorldMatrix(true); this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld); }; AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) { /// Orients a mesh towards a target point. Mesh must be drawn facing user. /// The position (must be in same space as current mesh) to look at /// optional yaw (y-axis) correction in radians /// optional pitch (x-axis) correction in radians /// optional roll (z-axis) correction in radians /// Mesh oriented towards targetMesh yawCor = yawCor || 0; // default to zero if undefined pitchCor = pitchCor || 0; rollCor = rollCor || 0; var dv = targetPoint.subtract(this.position); var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2; var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z); var pitch = Math.atan2(dv.y, len); this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor); }; AbstractMesh.prototype.attachToBone = function (bone, affectedMesh) { this._meshToBoneReferal = affectedMesh; this.parent = bone; if (bone.getWorldMatrix().determinant() < 0) { this.scalingDeterminant *= -1; } }; AbstractMesh.prototype.detachFromBone = function () { if (this.parent.getWorldMatrix().determinant() < 0) { this.scalingDeterminant *= -1; } this._meshToBoneReferal = null; this.parent = null; }; AbstractMesh.prototype.isInFrustum = function (frustumPlanes) { return this._boundingInfo.isInFrustum(frustumPlanes); }; AbstractMesh.prototype.isCompletelyInFrustum = function (camera) { if (!camera) { camera = this.getScene().activeCamera; } var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix()); if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) { return false; } return true; }; AbstractMesh.prototype.intersectsMesh = function (mesh, precise) { if (!this._boundingInfo || !mesh._boundingInfo) { return false; } return this._boundingInfo.intersects(mesh._boundingInfo, precise); }; AbstractMesh.prototype.intersectsPoint = function (point) { if (!this._boundingInfo) { return false; } return this._boundingInfo.intersectsPoint(point); }; // Physics AbstractMesh.prototype.setPhysicsState = function (impostor, options) { var physicsEngine = this.getScene().getPhysicsEngine(); if (!physicsEngine) { return null; } impostor = impostor || BABYLON.PhysicsEngine.NoImpostor; if (impostor.impostor) { // Old API options = impostor; impostor = impostor.impostor; } if (impostor === BABYLON.PhysicsEngine.NoImpostor) { physicsEngine._unregisterMesh(this); return null; } if (!options) { options = { mass: 0, friction: 0.2, restitution: 0.2 }; } else { if (!options.mass && options.mass !== 0) options.mass = 0; if (!options.friction && options.friction !== 0) options.friction = 0.2; if (!options.restitution && options.restitution !== 0) options.restitution = 0.2; } this._physicImpostor = impostor; this._physicsMass = options.mass; this._physicsFriction = options.friction; this._physicRestitution = options.restitution; return physicsEngine._registerMesh(this, impostor, options); }; AbstractMesh.prototype.getPhysicsImpostor = function () { if (!this._physicImpostor) { return BABYLON.PhysicsEngine.NoImpostor; } return this._physicImpostor; }; AbstractMesh.prototype.getPhysicsMass = function () { if (!this._physicsMass) { return 0; } return this._physicsMass; }; AbstractMesh.prototype.getPhysicsFriction = function () { if (!this._physicsFriction) { return 0; } return this._physicsFriction; }; AbstractMesh.prototype.getPhysicsRestitution = function () { if (!this._physicRestitution) { return 0; } return this._physicRestitution; }; AbstractMesh.prototype.getPositionInCameraSpace = function (camera) { if (!camera) { camera = this.getScene().activeCamera; } return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix()); }; AbstractMesh.prototype.getDistanceToCamera = function (camera) { if (!camera) { camera = this.getScene().activeCamera; } return this.absolutePosition.subtract(camera.position).length(); }; AbstractMesh.prototype.applyImpulse = function (force, contactPoint) { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint); }; AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options); }; AbstractMesh.prototype.updatePhysicsBodyPosition = function () { if (!this._physicImpostor) { return; } this.getScene().getPhysicsEngine()._updateBodyPosition(this); }; Object.defineProperty(AbstractMesh.prototype, "checkCollisions", { // Collisions get: function () { return this._checkCollisions; }, set: function (collisionEnabled) { this._checkCollisions = collisionEnabled; if (this.getScene().workerCollisions) { this.getScene().collisionCoordinator.onMeshUpdated(this); } }, enumerable: true, configurable: true }); AbstractMesh.prototype.moveWithCollisions = function (velocity) { var globalPosition = this.getAbsolutePosition(); globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions); this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset); this._collider.radius = this.ellipsoid; this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId); }; // Submeshes octree /** * This function will create an octree to help select the right submeshes for rendering, picking and collisions * Please note that you must have a decent number of submeshes to get performance improvements when using octree */ AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) { if (maxCapacity === void 0) { maxCapacity = 64; } if (maxDepth === void 0) { maxDepth = 2; } if (!this._submeshesOctree) { this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth); } this.computeWorldMatrix(true); // Update octree var bbox = this.getBoundingInfo().boundingBox; this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes); return this._submeshesOctree; }; // Collisions AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) { this._generatePointsArray(); // Transformation if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) { subMesh._lastColliderTransformMatrix = transformMatrix.clone(); subMesh._lastColliderWorldVertices = []; subMesh._trianglePlanes = []; var start = subMesh.verticesStart; var end = (subMesh.verticesStart + subMesh.verticesCount); for (var i = start; i < end; i++) { subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix)); } } // Collide collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial()); if (collider.collisionFound) { collider.collidedMesh = this; } }; AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) { var subMeshes; var len; // Octrees if (this._submeshesOctree && this.useOctreeForCollisions) { var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z); var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = this.subMeshes; len = subMeshes.length; } for (var index = 0; index < len; index++) { var subMesh = subMeshes[index]; // Bounding test if (len > 1 && !subMesh._checkCollision(collider)) continue; this._collideForSubMesh(subMesh, transformMatrix, collider); } }; AbstractMesh.prototype._checkCollision = function (collider) { // Bounding box test if (!this._boundingInfo._checkCollision(collider)) return; // Transformation matrix BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix); this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix); this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix); }; // Picking AbstractMesh.prototype._generatePointsArray = function () { return false; }; AbstractMesh.prototype.intersects = function (ray, fastCheck) { var pickingInfo = new BABYLON.PickingInfo(); if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) { return pickingInfo; } if (!this._generatePointsArray()) { return pickingInfo; } var intersectInfo = null; // Octrees var subMeshes; var len; if (this._submeshesOctree && this.useOctreeForPicking) { var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix()); var intersections = this._submeshesOctree.intersectsRay(worldRay); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = this.subMeshes; len = subMeshes.length; } for (var index = 0; index < len; index++) { var subMesh = subMeshes[index]; // Bounding test if (len > 1 && !subMesh.canIntersects(ray)) continue; var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck); if (currentIntersectInfo) { if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) { intersectInfo = currentIntersectInfo; intersectInfo.subMeshId = index; if (fastCheck) { break; } } } } if (intersectInfo) { // Get picked point var world = this.getWorldMatrix(); var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world); var direction = ray.direction.clone(); direction = direction.scale(intersectInfo.distance); var worldDirection = BABYLON.Vector3.TransformNormal(direction, world); var pickedPoint = worldOrigin.add(worldDirection); // Return result pickingInfo.hit = true; pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint); pickingInfo.pickedPoint = pickedPoint; pickingInfo.pickedMesh = this; pickingInfo.bu = intersectInfo.bu; pickingInfo.bv = intersectInfo.bv; pickingInfo.faceId = intersectInfo.faceId; pickingInfo.subMeshId = intersectInfo.subMeshId; return pickingInfo; } return pickingInfo; }; AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) { return null; }; AbstractMesh.prototype.releaseSubMeshes = function () { if (this.subMeshes) { while (this.subMeshes.length) { this.subMeshes[0].dispose(); } } else { this.subMeshes = new Array(); } }; AbstractMesh.prototype.dispose = function (doNotRecurse) { var index; // Animations this.getScene().stopAnimation(this); // Physics if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) { this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor); } // Intersections in progress for (index = 0; index < this._intersectionsInProgress.length; index++) { var other = this._intersectionsInProgress[index]; var pos = other._intersectionsInProgress.indexOf(this); other._intersectionsInProgress.splice(pos, 1); } this._intersectionsInProgress = []; // Edges if (this._edgesRenderer) { this._edgesRenderer.dispose(); this._edgesRenderer = null; } // SubMeshes this.releaseSubMeshes(); // Remove from scene this.getScene().removeMesh(this); if (!doNotRecurse) { // Particles for (index = 0; index < this.getScene().particleSystems.length; index++) { if (this.getScene().particleSystems[index].emitter === this) { this.getScene().particleSystems[index].dispose(); index--; } } // Children var objects = this.getScene().meshes.slice(0); for (index = 0; index < objects.length; index++) { if (objects[index].parent === this) { objects[index].dispose(); } } } else { for (index = 0; index < this.getScene().meshes.length; index++) { var obj = this.getScene().meshes[index]; if (obj.parent === this) { obj.parent = null; obj.computeWorldMatrix(true); } } } this._onAfterWorldMatrixUpdate = []; this._isDisposed = true; // Callback if (this.onDispose) { this.onDispose(); } }; // Statics AbstractMesh._BILLBOARDMODE_NONE = 0; AbstractMesh._BILLBOARDMODE_X = 1; AbstractMesh._BILLBOARDMODE_Y = 2; AbstractMesh._BILLBOARDMODE_Z = 4; AbstractMesh._BILLBOARDMODE_ALL = 7; return AbstractMesh; })(BABYLON.Node); BABYLON.AbstractMesh = AbstractMesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Light = (function (_super) { __extends(Light, _super); function Light(name, scene) { _super.call(this, name, scene); this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0); this.specular = new BABYLON.Color3(1.0, 1.0, 1.0); this.intensity = 1.0; this.range = Number.MAX_VALUE; this.includeOnlyWithLayerMask = 0; this.includedOnlyMeshes = new Array(); this.excludedMeshes = new Array(); this.excludeWithLayerMask = 0; this._excludedMeshesIds = new Array(); this._includedOnlyMeshesIds = new Array(); scene.addLight(this); } Light.prototype.getShadowGenerator = function () { return this._shadowGenerator; }; Light.prototype.getAbsolutePosition = function () { return BABYLON.Vector3.Zero(); }; Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) { }; Light.prototype._getWorldMatrix = function () { return BABYLON.Matrix.Identity(); }; Light.prototype.canAffectMesh = function (mesh) { if (!mesh) { return true; } if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) { return false; } if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) { return false; } if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) { return false; } if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) { return false; } return true; }; Light.prototype.getWorldMatrix = function () { this._currentRenderId = this.getScene().getRenderId(); var worldMatrix = this._getWorldMatrix(); if (this.parent && this.parent.getWorldMatrix) { if (!this._parentedWorldMatrix) { this._parentedWorldMatrix = BABYLON.Matrix.Identity(); } worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix); this._markSyncedWithParent(); return this._parentedWorldMatrix; } return worldMatrix; }; Light.prototype.dispose = function () { if (this._shadowGenerator) { this._shadowGenerator.dispose(); this._shadowGenerator = null; } // Animations this.getScene().stopAnimation(this); // Remove from scene this.getScene().removeLight(this); }; return Light; })(BABYLON.Node); BABYLON.Light = Light; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PointLight = (function (_super) { __extends(PointLight, _super); function PointLight(name, position, scene) { _super.call(this, name, scene); this.position = position; } PointLight.prototype.getAbsolutePosition = function () { return this.transformedPosition ? this.transformedPosition : this.position; }; PointLight.prototype.computeTransformedPosition = function () { if (this.parent && this.parent.getWorldMatrix) { if (!this.transformedPosition) { this.transformedPosition = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition); return true; } return false; }; PointLight.prototype.transferToEffect = function (effect, positionUniformName) { if (this.parent && this.parent.getWorldMatrix) { this.computeTransformedPosition(); effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0); return; } effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0); }; PointLight.prototype.needCube = function () { return true; }; PointLight.prototype.supportsVSM = function () { return false; }; PointLight.prototype.needRefreshPerFrame = function () { return false; }; PointLight.prototype.getShadowDirection = function (faceIndex) { switch (faceIndex) { case 0: return new BABYLON.Vector3(1, 0, 0); case 1: return new BABYLON.Vector3(-1, 0, 0); case 2: return new BABYLON.Vector3(0, -1, 0); case 3: return new BABYLON.Vector3(0, 1, 0); case 4: return new BABYLON.Vector3(0, 0, 1); case 5: return new BABYLON.Vector3(0, 0, -1); } return BABYLON.Vector3.Zero(); }; PointLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) { var activeCamera = this.getScene().activeCamera; BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix); }; PointLight.prototype._getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; }; return PointLight; })(BABYLON.Light); BABYLON.PointLight = PointLight; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SpotLight = (function (_super) { __extends(SpotLight, _super); function SpotLight(name, position, direction, angle, exponent, scene) { _super.call(this, name, scene); this.position = position; this.direction = direction; this.angle = angle; this.exponent = exponent; } SpotLight.prototype.getAbsolutePosition = function () { return this.transformedPosition ? this.transformedPosition : this.position; }; SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) { var activeCamera = this.getScene().activeCamera; BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix); }; SpotLight.prototype.needCube = function () { return false; }; SpotLight.prototype.supportsVSM = function () { return true; }; SpotLight.prototype.needRefreshPerFrame = function () { return false; }; SpotLight.prototype.getShadowDirection = function (faceIndex) { return this.direction; }; SpotLight.prototype.setDirectionToTarget = function (target) { this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); return this.direction; }; SpotLight.prototype.computeTransformedPosition = function () { if (this.parent && this.parent.getWorldMatrix) { if (!this.transformedPosition) { this.transformedPosition = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition); return true; } return false; }; SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) { var normalizeDirection; if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = BABYLON.Vector3.Zero(); } this.computeTransformedPosition(); BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection); effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent); normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection); } else { effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent); normalizeDirection = BABYLON.Vector3.Normalize(this.direction); } effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5)); }; SpotLight.prototype._getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; }; return SpotLight; })(BABYLON.Light); BABYLON.SpotLight = SpotLight; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var HemisphericLight = (function (_super) { __extends(HemisphericLight, _super); function HemisphericLight(name, direction, scene) { _super.call(this, name, scene); this.direction = direction; this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0); } HemisphericLight.prototype.setDirectionToTarget = function (target) { this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero())); return this.direction; }; HemisphericLight.prototype.getShadowGenerator = function () { return null; }; HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) { var normalizeDirection = BABYLON.Vector3.Normalize(this.direction); effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0); effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity)); }; HemisphericLight.prototype._getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } return this._worldMatrix; }; return HemisphericLight; })(BABYLON.Light); BABYLON.HemisphericLight = HemisphericLight; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DirectionalLight = (function (_super) { __extends(DirectionalLight, _super); function DirectionalLight(name, direction, scene) { _super.call(this, name, scene); this.direction = direction; this.shadowOrthoScale = 0.5; this.autoUpdateExtends = true; // Cache this._orthoLeft = Number.MAX_VALUE; this._orthoRight = Number.MIN_VALUE; this._orthoTop = Number.MIN_VALUE; this._orthoBottom = Number.MAX_VALUE; this.position = direction.scale(-1); } DirectionalLight.prototype.getAbsolutePosition = function () { return this.transformedPosition ? this.transformedPosition : this.position; }; DirectionalLight.prototype.setDirectionToTarget = function (target) { this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); return this.direction; }; DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) { var activeCamera = this.getScene().activeCamera; // Check extends if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) { var tempVector3 = BABYLON.Vector3.Zero(); this._orthoLeft = Number.MAX_VALUE; this._orthoRight = Number.MIN_VALUE; this._orthoTop = Number.MIN_VALUE; this._orthoBottom = Number.MAX_VALUE; for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) { var mesh = renderList[meshIndex]; if (!mesh) { continue; } var boundingInfo = mesh.getBoundingInfo(); if (!boundingInfo) { continue; } var boundingBox = boundingInfo.boundingBox; for (var index = 0; index < boundingBox.vectorsWorld.length; index++) { BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3); if (tempVector3.x < this._orthoLeft) this._orthoLeft = tempVector3.x; if (tempVector3.y < this._orthoBottom) this._orthoBottom = tempVector3.y; if (tempVector3.x > this._orthoRight) this._orthoRight = tempVector3.x; if (tempVector3.y > this._orthoTop) this._orthoTop = tempVector3.y; } } } var xOffset = this._orthoRight - this._orthoLeft; var yOffset = this._orthoTop - this._orthoBottom; BABYLON.Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix); }; DirectionalLight.prototype.supportsVSM = function () { return true; }; DirectionalLight.prototype.needRefreshPerFrame = function () { return true; }; DirectionalLight.prototype.needCube = function () { return false; }; DirectionalLight.prototype.getShadowDirection = function (faceIndex) { return this.direction; }; DirectionalLight.prototype.computeTransformedPosition = function () { if (this.parent && this.parent.getWorldMatrix) { if (!this.transformedPosition) { this.transformedPosition = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition); return true; } return false; }; DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) { if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection); effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1); return; } effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1); }; DirectionalLight.prototype._getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; }; return DirectionalLight; })(BABYLON.Light); BABYLON.DirectionalLight = DirectionalLight; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var ShadowGenerator = (function () { function ShadowGenerator(mapSize, light) { var _this = this; // Members this._filter = ShadowGenerator.FILTER_NONE; this.blurScale = 2; this._blurBoxOffset = 0; this._bias = 0.00005; this._lightDirection = BABYLON.Vector3.Zero(); this._darkness = 0; this._transparencyShadow = false; this._viewMatrix = BABYLON.Matrix.Zero(); this._projectionMatrix = BABYLON.Matrix.Zero(); this._transformMatrix = BABYLON.Matrix.Zero(); this._worldViewProjection = BABYLON.Matrix.Zero(); this._currentFaceIndex = 0; this._currentFaceIndexCache = 0; this._light = light; this._scene = light.getScene(); this._mapSize = mapSize; light._shadowGenerator = this; // Render target this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, light.needCube()); this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._shadowMap.anisotropicFilteringLevel = 1; this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE); this._shadowMap.renderParticles = false; this._shadowMap.onBeforeRender = function (faceIndex) { _this._currentFaceIndex = faceIndex; }; this._shadowMap.onAfterUnbind = function () { if (!_this.useBlurVarianceShadowMap) { return; } if (!_this._shadowMap2) { _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false); _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; _this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; _this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE); _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine()); _this._downSamplePostprocess.onApply = function (effect) { effect.setTexture("textureSampler", _this._shadowMap); }; _this.blurBoxOffset = 1; } _this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture()); }; // Custom render function var renderSubMesh = function (subMesh) { var mesh = subMesh.getRenderingMesh(); var scene = _this._scene; var engine = scene.getEngine(); // Culling engine.setState(subMesh.getMaterial().backFaceCulling); // Managing instances var batch = mesh._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null); if (_this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(_this._effect); mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode); var material = subMesh.getMaterial(); _this._effect.setMatrix("viewProjection", _this.getTransformMatrix()); // Alpha test if (material && material.needAlphaTesting()) { var alphaTexture = material.getAlphaTestTexture(); _this._effect.setTexture("diffuseSampler", alphaTexture); _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Draw mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); }); } else { // Need to reset refresh rate of the shadowMap _this._shadowMap.resetRefreshCounter(); } }; this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) { var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } if (_this._transparencyShadow) { for (index = 0; index < transparentSubMeshes.length; index++) { renderSubMesh(transparentSubMeshes.data[index]); } } }; this._shadowMap.onClear = function (engine) { if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) { engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true); } else { engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true); } }; } Object.defineProperty(ShadowGenerator, "FILTER_NONE", { // Static get: function () { return ShadowGenerator._FILTER_NONE; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", { get: function () { return ShadowGenerator._FILTER_VARIANCESHADOWMAP; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", { get: function () { return ShadowGenerator._FILTER_POISSONSAMPLING; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", { get: function () { return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "bias", { get: function () { return this._bias; }, set: function (bias) { this._bias = bias; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", { get: function () { return this._blurBoxOffset; }, set: function (value) { var _this = this; if (this._blurBoxOffset === value) { return; } this._blurBoxOffset = value; if (this._boxBlurPostprocess) { this._boxBlurPostprocess.dispose(); } this._boxBlurPostprocess = new BABYLON.PostProcess("DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0 / this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define OFFSET " + value); this._boxBlurPostprocess.onApply = function (effect) { effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale); }; }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "filter", { get: function () { return this._filter; }, set: function (value) { if (this._filter === value) { return; } this._filter = value; if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap || this.usePoissonSampling) { this._shadowMap.anisotropicFilteringLevel = 16; this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE); } else { this._shadowMap.anisotropicFilteringLevel = 1; this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE); } }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", { get: function () { return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM(); }, set: function (value) { this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE); }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", { get: function () { return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP)); }, set: function (value) { this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE); }, enumerable: true, configurable: true }); Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", { get: function () { return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM(); }, set: function (value) { this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE); }, enumerable: true, configurable: true }); ShadowGenerator.prototype.isReady = function (subMesh, useInstances) { var defines = []; if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { defines.push("#define VSM"); } var attribs = [BABYLON.VertexBuffer.PositionKind]; var mesh = subMesh.getMesh(); var material = subMesh.getMaterial(); // Alpha test if (material && material.needAlphaTesting()) { defines.push("#define ALPHATEST"); if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { attribs.push(BABYLON.VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { attribs.push(BABYLON.VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); if (mesh.numBoneInfluencers > 4) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind); } defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); } else { defines.push("#define NUM_BONE_INFLUENCERS 0"); } // Instances if (useInstances) { defines.push("#define INSTANCES"); attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join); } return this._effect.isReady(); }; ShadowGenerator.prototype.getShadowMap = function () { return this._shadowMap; }; ShadowGenerator.prototype.getShadowMapForRendering = function () { if (this._shadowMap2) { return this._shadowMap2; } return this._shadowMap; }; ShadowGenerator.prototype.getLight = function () { return this._light; }; // Methods ShadowGenerator.prototype.getTransformMatrix = function () { var scene = this._scene; if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) { return this._transformMatrix; } this._currentRenderID = scene.getRenderId(); this._currentFaceIndexCache = this._currentFaceIndex; var lightPosition = this._light.position; BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection); if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) { this._lightDirection.z = 0.0000000000001; // Need to avoid perfectly perpendicular light } if (this._light.computeTransformedPosition()) { lightPosition = this._light.transformedPosition; } if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) { this._cachedPosition = lightPosition.clone(); this._cachedDirection = this._lightDirection.clone(); BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix); this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList); this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix); } return this._transformMatrix; }; ShadowGenerator.prototype.getDarkness = function () { return this._darkness; }; ShadowGenerator.prototype.setDarkness = function (darkness) { if (darkness >= 1.0) this._darkness = 1.0; else if (darkness <= 0.0) this._darkness = 0.0; else this._darkness = darkness; }; ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) { this._transparencyShadow = hasShadow; }; ShadowGenerator.prototype._packHalf = function (depth) { var scale = depth * 255.0; var fract = scale - Math.floor(scale); return new BABYLON.Vector2(depth - fract / 255.0, fract); }; ShadowGenerator.prototype.dispose = function () { this._shadowMap.dispose(); if (this._shadowMap2) { this._shadowMap2.dispose(); } if (this._downSamplePostprocess) { this._downSamplePostprocess.dispose(); } if (this._boxBlurPostprocess) { this._boxBlurPostprocess.dispose(); } }; ShadowGenerator._FILTER_NONE = 0; ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1; ShadowGenerator._FILTER_POISSONSAMPLING = 2; ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3; return ShadowGenerator; })(); BABYLON.ShadowGenerator = ShadowGenerator; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) { if (boxMin.x > sphereCenter.x + sphereRadius) return false; if (sphereCenter.x - sphereRadius > boxMax.x) return false; if (boxMin.y > sphereCenter.y + sphereRadius) return false; if (sphereCenter.y - sphereRadius > boxMax.y) return false; if (boxMin.z > sphereCenter.z + sphereRadius) return false; if (sphereCenter.z - sphereRadius > boxMax.z) return false; return true; }; var getLowestRoot = function (a, b, c, maxR) { var determinant = b * b - 4.0 * a * c; var result = { root: 0, found: false }; if (determinant < 0) return result; var sqrtD = Math.sqrt(determinant); var r1 = (-b - sqrtD) / (2.0 * a); var r2 = (-b + sqrtD) / (2.0 * a); if (r1 > r2) { var temp = r2; r2 = r1; r1 = temp; } if (r1 > 0 && r1 < maxR) { result.root = r1; result.found = true; return result; } if (r2 > 0 && r2 < maxR) { result.root = r2; result.found = true; return result; } return result; }; var Collider = (function () { function Collider() { this.radius = new BABYLON.Vector3(1, 1, 1); this.retry = 0; this.basePointWorld = BABYLON.Vector3.Zero(); this.velocityWorld = BABYLON.Vector3.Zero(); this.normalizedVelocity = BABYLON.Vector3.Zero(); this._collisionPoint = BABYLON.Vector3.Zero(); this._planeIntersectionPoint = BABYLON.Vector3.Zero(); this._tempVector = BABYLON.Vector3.Zero(); this._tempVector2 = BABYLON.Vector3.Zero(); this._tempVector3 = BABYLON.Vector3.Zero(); this._tempVector4 = BABYLON.Vector3.Zero(); this._edge = BABYLON.Vector3.Zero(); this._baseToVertex = BABYLON.Vector3.Zero(); this._destinationPoint = BABYLON.Vector3.Zero(); this._slidePlaneNormal = BABYLON.Vector3.Zero(); this._displacementVector = BABYLON.Vector3.Zero(); } // Methods Collider.prototype._initialize = function (source, dir, e) { this.velocity = dir; BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity); this.basePoint = source; source.multiplyToRef(this.radius, this.basePointWorld); dir.multiplyToRef(this.radius, this.velocityWorld); this.velocityWorldLength = this.velocityWorld.length(); this.epsilon = e; this.collisionFound = false; }; Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) { pa.subtractToRef(point, this._tempVector); pb.subtractToRef(point, this._tempVector2); BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4); var d = BABYLON.Vector3.Dot(this._tempVector4, n); if (d < 0) return false; pc.subtractToRef(point, this._tempVector3); BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4); d = BABYLON.Vector3.Dot(this._tempVector4, n); if (d < 0) return false; BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4); d = BABYLON.Vector3.Dot(this._tempVector4, n); return d >= 0; }; Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) { var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter); var max = Math.max(this.radius.x, this.radius.y, this.radius.z); if (distance > this.velocityWorldLength + max + sphereRadius) { return false; } if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max)) return false; return true; }; Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) { var t0; var embeddedInPlane = false; //defensive programming, actually not needed. if (!trianglePlaneArray) { trianglePlaneArray = []; } if (!trianglePlaneArray[faceIndex]) { trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0); trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3); } var trianglePlane = trianglePlaneArray[faceIndex]; if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0)) return; var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint); var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity); if (normalDotVelocity == 0) { if (Math.abs(signedDistToTrianglePlane) >= 1.0) return; embeddedInPlane = true; t0 = 0; } else { t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity; var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity; if (t0 > t1) { var temp = t1; t1 = t0; t0 = temp; } if (t0 > 1.0 || t1 < 0.0) return; if (t0 < 0) t0 = 0; if (t0 > 1.0) t0 = 1.0; } this._collisionPoint.copyFromFloats(0, 0, 0); var found = false; var t = 1.0; if (!embeddedInPlane) { this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint); this.velocity.scaleToRef(t0, this._tempVector); this._planeIntersectionPoint.addInPlace(this._tempVector); if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) { found = true; t = t0; this._collisionPoint.copyFrom(this._planeIntersectionPoint); } } if (!found) { var velocitySquaredLength = this.velocity.lengthSquared(); var a = velocitySquaredLength; this.basePoint.subtractToRef(p1, this._tempVector); var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector)); var c = this._tempVector.lengthSquared() - 1.0; var lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p1); } this.basePoint.subtractToRef(p2, this._tempVector); b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector)); c = this._tempVector.lengthSquared() - 1.0; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p2); } this.basePoint.subtractToRef(p3, this._tempVector); b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector)); c = this._tempVector.lengthSquared() - 1.0; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { t = lowestRoot.root; found = true; this._collisionPoint.copyFrom(p3); } p2.subtractToRef(p1, this._edge); p1.subtractToRef(this.basePoint, this._baseToVertex); var edgeSquaredLength = this._edge.lengthSquared(); var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity); var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p1.addToRef(this._edge, this._collisionPoint); } } p3.subtractToRef(p2, this._edge); p2.subtractToRef(this.basePoint, this._baseToVertex); edgeSquaredLength = this._edge.lengthSquared(); edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity); edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p2.addToRef(this._edge, this._collisionPoint); } } p1.subtractToRef(p3, this._edge); p3.subtractToRef(this.basePoint, this._baseToVertex); edgeSquaredLength = this._edge.lengthSquared(); edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity); edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex); a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity; b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex; c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex; lowestRoot = getLowestRoot(a, b, c, t); if (lowestRoot.found) { f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength; if (f >= 0.0 && f <= 1.0) { t = lowestRoot.root; found = true; this._edge.scaleInPlace(f); p3.addToRef(this._edge, this._collisionPoint); } } } if (found) { var distToCollision = t * this.velocity.length(); if (!this.collisionFound || distToCollision < this.nearestDistance) { if (!this.intersectionPoint) { this.intersectionPoint = this._collisionPoint.clone(); } else { this.intersectionPoint.copyFrom(this._collisionPoint); } this.nearestDistance = distToCollision; this.collisionFound = true; } } }; Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) { for (var i = indexStart; i < indexEnd; i += 3) { var p1 = pts[indices[i] - decal]; var p2 = pts[indices[i + 1] - decal]; var p3 = pts[indices[i + 2] - decal]; this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial); } }; Collider.prototype._getResponse = function (pos, vel) { pos.addToRef(vel, this._destinationPoint); vel.scaleInPlace((this.nearestDistance / vel.length())); this.basePoint.addToRef(vel, pos); pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal); this._slidePlaneNormal.normalize(); this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector); pos.addInPlace(this._displacementVector); this.intersectionPoint.addInPlace(this._displacementVector); this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint)); this._destinationPoint.subtractInPlace(this._slidePlaneNormal); this._destinationPoint.subtractToRef(this.intersectionPoint, vel); }; return Collider; })(); BABYLON.Collider = Collider; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { //WebWorker code will be inserted to this variable. BABYLON.CollisionWorker = ""; (function (WorkerTaskType) { WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT"; WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE"; WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE"; })(BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {})); var WorkerTaskType = BABYLON.WorkerTaskType; (function (WorkerReplyType) { WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS"; WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR"; })(BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {})); var WorkerReplyType = BABYLON.WorkerReplyType; var CollisionCoordinatorWorker = (function () { function CollisionCoordinatorWorker() { var _this = this; this._scaledPosition = BABYLON.Vector3.Zero(); this._scaledVelocity = BABYLON.Vector3.Zero(); this.onMeshUpdated = function (mesh) { _this._addUpdateMeshesList[mesh.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(mesh); }; this.onGeometryUpdated = function (geometry) { _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry); }; this._afterRender = function () { if (!_this._init) return; if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) { return; } //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update. //TODO make sure update runs as fast as possible to be able to update 60 FPS. if (_this._runningUpdated > 4) { return; } ++_this._runningUpdated; var payload = { updatedMeshes: _this._addUpdateMeshesList, updatedGeometries: _this._addUpdateGeometriesList, removedGeometries: _this._toRemoveGeometryArray, removedMeshes: _this._toRemoveMeshesArray }; var message = { payload: payload, taskType: WorkerTaskType.UPDATE }; var serializable = []; for (var id in payload.updatedGeometries) { if (payload.updatedGeometries.hasOwnProperty(id)) { //prepare transferables serializable.push(message.payload.updatedGeometries[id].indices.buffer); serializable.push(message.payload.updatedGeometries[id].normals.buffer); serializable.push(message.payload.updatedGeometries[id].positions.buffer); } } _this._worker.postMessage(message, serializable); _this._addUpdateMeshesList = {}; _this._addUpdateGeometriesList = {}; _this._toRemoveGeometryArray = []; _this._toRemoveMeshesArray = []; }; this._onMessageFromWorker = function (e) { var returnData = e.data; if (returnData.error != WorkerReplyType.SUCCESS) { //TODO what errors can be returned from the worker? BABYLON.Tools.Warn("error returned from worker!"); return; } switch (returnData.taskType) { case WorkerTaskType.INIT: _this._init = true; //Update the worked with ALL of the scene's current state _this._scene.meshes.forEach(function (mesh) { _this.onMeshAdded(mesh); }); _this._scene.getGeometries().forEach(function (geometry) { _this.onGeometryAdded(geometry); }); break; case WorkerTaskType.UPDATE: _this._runningUpdated--; break; case WorkerTaskType.COLLIDE: _this._runningCollisionTask = false; var returnPayload = returnData.payload; if (!_this._collisionsCallbackArray[returnPayload.collisionId]) return; _this._collisionsCallbackArray[returnPayload.collisionId](returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId)); //cleanup _this._collisionsCallbackArray[returnPayload.collisionId] = undefined; break; } }; this._collisionsCallbackArray = []; this._init = false; this._runningUpdated = 0; this._runningCollisionTask = false; this._addUpdateMeshesList = {}; this._addUpdateGeometriesList = {}; this._toRemoveGeometryArray = []; this._toRemoveMeshesArray = []; } CollisionCoordinatorWorker.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) { if (!this._init) return; if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) return; position.divideToRef(collider.radius, this._scaledPosition); velocity.divideToRef(collider.radius, this._scaledVelocity); this._collisionsCallbackArray[collisionIndex] = onNewPosition; var payload = { collider: { position: this._scaledPosition.asArray(), velocity: this._scaledVelocity.asArray(), radius: collider.radius.asArray() }, collisionId: collisionIndex, excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null, maximumRetry: maximumRetry }; var message = { payload: payload, taskType: WorkerTaskType.COLLIDE }; this._worker.postMessage(message); }; CollisionCoordinatorWorker.prototype.init = function (scene) { this._scene = scene; this._scene.registerAfterRender(this._afterRender); var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' })); this._worker = new Worker(workerUrl); this._worker.onmessage = this._onMessageFromWorker; var message = { payload: {}, taskType: WorkerTaskType.INIT }; this._worker.postMessage(message); }; CollisionCoordinatorWorker.prototype.destroy = function () { this._scene.unregisterAfterRender(this._afterRender); this._worker.terminate(); }; CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) { mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated); this.onMeshUpdated(mesh); }; CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) { this._toRemoveMeshesArray.push(mesh.uniqueId); }; CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) { //TODO this will break if the user uses his own function. This should be an array of callbacks! geometry.onGeometryUpdated = this.onGeometryUpdated; this.onGeometryUpdated(geometry); }; CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) { this._toRemoveGeometryArray.push(geometry.id); }; CollisionCoordinatorWorker.SerializeMesh = function (mesh) { var submeshes = []; if (mesh.subMeshes) { submeshes = mesh.subMeshes.map(function (sm, idx) { return { position: idx, verticesStart: sm.verticesStart, verticesCount: sm.verticesCount, indexStart: sm.indexStart, indexCount: sm.indexCount, hasMaterial: !!sm.getMaterial(), sphereCenter: sm.getBoundingInfo().boundingSphere.centerWorld.asArray(), sphereRadius: sm.getBoundingInfo().boundingSphere.radiusWorld, boxMinimum: sm.getBoundingInfo().boundingBox.minimumWorld.asArray(), boxMaximum: sm.getBoundingInfo().boundingBox.maximumWorld.asArray() }; }); } var geometryId = null; if (mesh instanceof BABYLON.Mesh) { geometryId = mesh.geometry ? mesh.geometry.id : null; } else if (mesh instanceof BABYLON.InstancedMesh) { geometryId = (mesh.sourceMesh && mesh.sourceMesh.geometry) ? mesh.sourceMesh.geometry.id : null; } return { uniqueId: mesh.uniqueId, id: mesh.id, name: mesh.name, geometryId: geometryId, sphereCenter: mesh.getBoundingInfo().boundingSphere.centerWorld.asArray(), sphereRadius: mesh.getBoundingInfo().boundingSphere.radiusWorld, boxMinimum: mesh.getBoundingInfo().boundingBox.minimumWorld.asArray(), boxMaximum: mesh.getBoundingInfo().boundingBox.maximumWorld.asArray(), worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(), subMeshes: submeshes, checkCollisions: mesh.checkCollisions }; }; CollisionCoordinatorWorker.SerializeGeometry = function (geometry) { return { id: geometry.id, positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []), normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []), indices: new Int32Array(geometry.getIndices() || []), }; }; return CollisionCoordinatorWorker; })(); BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker; var CollisionCoordinatorLegacy = (function () { function CollisionCoordinatorLegacy() { this._scaledPosition = BABYLON.Vector3.Zero(); this._scaledVelocity = BABYLON.Vector3.Zero(); this._finalPosition = BABYLON.Vector3.Zero(); } CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) { position.divideToRef(collider.radius, this._scaledPosition); velocity.divideToRef(collider.radius, this._scaledVelocity); collider.collidedMesh = null; collider.retry = 0; collider.initialVelocity = this._scaledVelocity; collider.initialPosition = this._scaledPosition; this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh); this._finalPosition.multiplyInPlace(collider.radius); //run the callback onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh); }; CollisionCoordinatorLegacy.prototype.init = function (scene) { this._scene = scene; }; CollisionCoordinatorLegacy.prototype.destroy = function () { //Legacy need no destruction method. }; //No update in legacy mode CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { }; CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { }; CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { }; CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { }; CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { }; CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { }; CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) { if (excludedMesh === void 0) { excludedMesh = null; } var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0; if (collider.retry >= maximumRetry) { finalPosition.copyFrom(position); return; } collider._initialize(position, velocity, closeDistance); // Check all meshes for (var index = 0; index < this._scene.meshes.length; index++) { var mesh = this._scene.meshes[index]; if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) { mesh._checkCollision(collider); } } if (!collider.collisionFound) { position.addToRef(velocity, finalPosition); return; } if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) { collider._getResponse(position, velocity); } if (velocity.length() <= closeDistance) { finalPosition.copyFrom(position); return; } collider.retry++; this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh); }; return CollisionCoordinatorLegacy; })(); BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VRCameraMetrics = (function () { function VRCameraMetrics() { this.compensateDistortion = true; } Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", { get: function () { return this.hResolution / (2 * this.vResolution); }, enumerable: true, configurable: true }); Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", { get: function () { return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance))); }, enumerable: true, configurable: true }); Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", { get: function () { var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2); var h = (4 * meters) / this.hScreenSize; return BABYLON.Matrix.Translation(h, 0, 0); }, enumerable: true, configurable: true }); Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", { get: function () { var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2); var h = (4 * meters) / this.hScreenSize; return BABYLON.Matrix.Translation(-h, 0, 0); }, enumerable: true, configurable: true }); Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", { get: function () { return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0); }, enumerable: true, configurable: true }); Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", { get: function () { return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0); }, enumerable: true, configurable: true }); VRCameraMetrics.GetDefault = function () { var result = new VRCameraMetrics(); result.hResolution = 1280; result.vResolution = 800; result.hScreenSize = 0.149759993; result.vScreenSize = 0.0935999975; result.vScreenCenter = 0.0467999987, result.eyeToScreenDistance = 0.0410000011; result.lensSeparationDistance = 0.0635000020; result.interpupillaryDistance = 0.0640000030; result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0]; result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0]; result.postProcessScaleFactor = 1.714605507808412; result.lensCenterOffset = 0.151976421; return result; }; return VRCameraMetrics; })(); BABYLON.VRCameraMetrics = VRCameraMetrics; var Camera = (function (_super) { __extends(Camera, _super); function Camera(name, position, scene) { _super.call(this, name, scene); this.position = position; // Members this.upVector = BABYLON.Vector3.Up(); this.orthoLeft = null; this.orthoRight = null; this.orthoBottom = null; this.orthoTop = null; this.fov = 0.8; this.minZ = 1.0; this.maxZ = 10000.0; this.inertia = 0.9; this.mode = Camera.PERSPECTIVE_CAMERA; this.isIntermediate = false; this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0); this.layerMask = 0x0FFFFFFF; this.fovMode = Camera.FOVMODE_VERTICAL_FIXED; // Camera rig members this.cameraRigMode = Camera.RIG_MODE_NONE; this._rigCameras = new Array(); // Cache this._computedViewMatrix = BABYLON.Matrix.Identity(); this._projectionMatrix = new BABYLON.Matrix(); this._postProcesses = new Array(); this._postProcessesTakenIndices = []; this._activeMeshes = new BABYLON.SmartArray(256); this._globalPosition = BABYLON.Vector3.Zero(); scene.addCamera(this); if (!scene.activeCamera) { scene.activeCamera = this; } } Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", { get: function () { return Camera._PERSPECTIVE_CAMERA; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", { get: function () { return Camera._ORTHOGRAPHIC_CAMERA; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", { get: function () { return Camera._FOVMODE_VERTICAL_FIXED; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", { get: function () { return Camera._FOVMODE_HORIZONTAL_FIXED; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_NONE", { get: function () { return Camera._RIG_MODE_NONE; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_ANAGLYPH", { get: function () { return Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL", { get: function () { return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED", { get: function () { return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_OVERUNDER", { get: function () { return Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER; }, enumerable: true, configurable: true }); Object.defineProperty(Camera, "RIG_MODE_VR", { get: function () { return Camera._RIG_MODE_VR; }, enumerable: true, configurable: true }); Object.defineProperty(Camera.prototype, "globalPosition", { get: function () { return this._globalPosition; }, enumerable: true, configurable: true }); Camera.prototype.getActiveMeshes = function () { return this._activeMeshes; }; Camera.prototype.isActiveMesh = function (mesh) { return (this._activeMeshes.indexOf(mesh) !== -1); }; //Cache Camera.prototype._initCache = function () { _super.prototype._initCache.call(this); this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); this._cache.mode = undefined; this._cache.minZ = undefined; this._cache.maxZ = undefined; this._cache.fov = undefined; this._cache.aspectRatio = undefined; this._cache.orthoLeft = undefined; this._cache.orthoRight = undefined; this._cache.orthoBottom = undefined; this._cache.orthoTop = undefined; this._cache.renderWidth = undefined; this._cache.renderHeight = undefined; }; Camera.prototype._updateCache = function (ignoreParentClass) { if (!ignoreParentClass) { _super.prototype._updateCache.call(this); } var engine = this.getEngine(); this._cache.position.copyFrom(this.position); this._cache.upVector.copyFrom(this.upVector); this._cache.mode = this.mode; this._cache.minZ = this.minZ; this._cache.maxZ = this.maxZ; this._cache.fov = this.fov; this._cache.aspectRatio = engine.getAspectRatio(this); this._cache.orthoLeft = this.orthoLeft; this._cache.orthoRight = this.orthoRight; this._cache.orthoBottom = this.orthoBottom; this._cache.orthoTop = this.orthoTop; this._cache.renderWidth = engine.getRenderWidth(); this._cache.renderHeight = engine.getRenderHeight(); }; Camera.prototype._updateFromScene = function () { this.updateCache(); this._update(); }; // Synchronized Camera.prototype._isSynchronized = function () { return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix(); }; Camera.prototype._isSynchronizedViewMatrix = function () { if (!_super.prototype._isSynchronized.call(this)) return false; return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent(); }; Camera.prototype._isSynchronizedProjectionMatrix = function () { var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ; if (!check) { return false; } var engine = this.getEngine(); if (this.mode === Camera.PERSPECTIVE_CAMERA) { check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this); } else { check = this._cache.orthoLeft === this.orthoLeft && this._cache.orthoRight === this.orthoRight && this._cache.orthoBottom === this.orthoBottom && this._cache.orthoTop === this.orthoTop && this._cache.renderWidth === engine.getRenderWidth() && this._cache.renderHeight === engine.getRenderHeight(); } return check; }; // Controls Camera.prototype.attachControl = function (element) { }; Camera.prototype.detachControl = function (element) { }; Camera.prototype._update = function () { if (this.cameraRigMode !== Camera.RIG_MODE_NONE) { this._updateRigCameras(); } this._checkInputs(); }; Camera.prototype._checkInputs = function () { }; Camera.prototype.attachPostProcess = function (postProcess, insertAt) { if (insertAt === void 0) { insertAt = null; } if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) { BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable."); return 0; } if (insertAt == null || insertAt < 0) { this._postProcesses.push(postProcess); this._postProcessesTakenIndices.push(this._postProcesses.length - 1); return this._postProcesses.length - 1; } var add = 0; var i; var start; if (this._postProcesses[insertAt]) { start = this._postProcesses.length - 1; for (i = start; i >= insertAt + 1; --i) { this._postProcesses[i + 1] = this._postProcesses[i]; } add = 1; } for (i = 0; i < this._postProcessesTakenIndices.length; ++i) { if (this._postProcessesTakenIndices[i] < insertAt) { continue; } start = this._postProcessesTakenIndices.length - 1; for (var j = start; j >= i; --j) { this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add; } this._postProcessesTakenIndices[i] = insertAt; break; } if (!add && this._postProcessesTakenIndices.indexOf(insertAt) === -1) { this._postProcessesTakenIndices.push(insertAt); } var result = insertAt + add; this._postProcesses[result] = postProcess; return result; }; Camera.prototype.detachPostProcess = function (postProcess, atIndices) { if (atIndices === void 0) { atIndices = null; } var result = []; var i; var index; if (!atIndices) { var length = this._postProcesses.length; for (i = 0; i < length; i++) { if (this._postProcesses[i] !== postProcess) { continue; } delete this._postProcesses[i]; index = this._postProcessesTakenIndices.indexOf(i); this._postProcessesTakenIndices.splice(index, 1); } } else { atIndices = (atIndices instanceof Array) ? atIndices : [atIndices]; for (i = 0; i < atIndices.length; i++) { var foundPostProcess = this._postProcesses[atIndices[i]]; if (foundPostProcess !== postProcess) { result.push(i); continue; } delete this._postProcesses[atIndices[i]]; index = this._postProcessesTakenIndices.indexOf(atIndices[i]); this._postProcessesTakenIndices.splice(index, 1); } } return result; }; Camera.prototype.getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } var viewMatrix = this.getViewMatrix(); viewMatrix.invertToRef(this._worldMatrix); return this._worldMatrix; }; Camera.prototype._getViewMatrix = function () { return BABYLON.Matrix.Identity(); }; Camera.prototype.getViewMatrix = function (force) { this._computedViewMatrix = this._computeViewMatrix(force); if (!force && this._isSynchronizedViewMatrix()) { return this._computedViewMatrix; } if (!this.parent || !this.parent.getWorldMatrix) { this._globalPosition.copyFrom(this.position); } else { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } this._computedViewMatrix.invertToRef(this._worldMatrix); this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix); this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]); this._computedViewMatrix.invert(); this._markSyncedWithParent(); } this._currentRenderId = this.getScene().getRenderId(); return this._computedViewMatrix; }; Camera.prototype._computeViewMatrix = function (force) { if (!force && this._isSynchronizedViewMatrix()) { return this._computedViewMatrix; } this._computedViewMatrix = this._getViewMatrix(); this._currentRenderId = this.getScene().getRenderId(); return this._computedViewMatrix; }; Camera.prototype.getProjectionMatrix = function (force) { if (!force && this._isSynchronizedProjectionMatrix()) { return this._projectionMatrix; } var engine = this.getEngine(); if (this.mode === Camera.PERSPECTIVE_CAMERA) { if (this.minZ <= 0) { this.minZ = 0.1; } BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode); return this._projectionMatrix; } var halfWidth = engine.getRenderWidth() / 2.0; var halfHeight = engine.getRenderHeight() / 2.0; BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix); return this._projectionMatrix; }; Camera.prototype.dispose = function () { // Animations this.getScene().stopAnimation(this); // Remove from scene this.getScene().removeCamera(this); while (this._rigCameras.length > 0) { this._rigCameras.pop().dispose(); } // Postprocesses for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) { this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this); } }; // ---- Camera rigs section ---- Camera.prototype.setCameraRigMode = function (mode, rigParams) { while (this._rigCameras.length > 0) { this._rigCameras.pop().dispose(); } this.cameraRigMode = mode; this._cameraRigParams = {}; switch (this.cameraRigMode) { case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637; //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target, //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637); this._rigCameras.push(this.createRigCamera(this.name + "_L", 0)); this._rigCameras.push(this.createRigCamera(this.name + "_R", 1)); break; } var postProcesses = new Array(); switch (this.cameraRigMode) { case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: postProcesses.push(new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0])); this._rigCameras[0].isIntermediate = true; postProcesses.push(new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras[1])); postProcesses[1].onApply = function (effect) { effect.setTextureFromPostProcess("leftSampler", postProcesses[0]); }; break; case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: var isStereoscopicHoriz = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED); var firstCamIndex = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : 0; var secondCamIndex = 1 - firstCamIndex; postProcesses.push(new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[firstCamIndex])); this._rigCameras[firstCamIndex].isIntermediate = true; postProcesses.push(new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras[secondCamIndex], postProcesses[0], isStereoscopicHoriz)); break; case Camera.RIG_MODE_VR: this._rigCameras.push(this.createRigCamera(this.name + "_L", 0)); this._rigCameras.push(this.createRigCamera(this.name + "_R", 1)); var metrics = rigParams.vrCameraMetrics || VRCameraMetrics.GetDefault(); this._rigCameras[0]._cameraRigParams.vrMetrics = metrics; this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0); this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix(); this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix; this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix; this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix; if (metrics.compensateDistortion) { postProcesses.push(new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics)); } this._rigCameras[1]._cameraRigParams.vrMetrics = this._rigCameras[0]._cameraRigParams.vrMetrics; this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0); this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix(); this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix; this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix; this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix; if (metrics.compensateDistortion) { postProcesses.push(new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics)); } break; } this._update(); }; Camera.prototype._getVRProjectionMatrix = function () { BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix); this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix); return this._projectionMatrix; }; Camera.prototype.setCameraRigParameter = function (name, value) { this._cameraRigParams[name] = value; //provisionnally: if (name === "interaxialDistance") { this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637); } }; /** * May needs to be overridden by children so sub has required properties to be copied */ Camera.prototype.createRigCamera = function (name, cameraIndex) { return null; }; /** * May needs to be overridden by children */ Camera.prototype._updateRigCameras = function () { for (var i = 0; i < this._rigCameras.length; i++) { this._rigCameras[i].minZ = this.minZ; this._rigCameras[i].maxZ = this.maxZ; this._rigCameras[i].fov = this.fov; } // only update viewport when ANAGLYPH if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) { this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport; } }; // Statics Camera._PERSPECTIVE_CAMERA = 0; Camera._ORTHOGRAPHIC_CAMERA = 1; Camera._FOVMODE_VERTICAL_FIXED = 0; Camera._FOVMODE_HORIZONTAL_FIXED = 1; Camera._RIG_MODE_NONE = 0; Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10; Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11; Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12; Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER = 13; Camera._RIG_MODE_VR = 20; return Camera; })(BABYLON.Node); BABYLON.Camera = Camera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var TargetCamera = (function (_super) { __extends(TargetCamera, _super); function TargetCamera(name, position, scene) { _super.call(this, name, position, scene); this.cameraDirection = new BABYLON.Vector3(0, 0, 0); this.cameraRotation = new BABYLON.Vector2(0, 0); this.rotation = new BABYLON.Vector3(0, 0, 0); this.speed = 2.0; this.noRotationConstraint = false; this.lockedTarget = null; this._currentTarget = BABYLON.Vector3.Zero(); this._viewMatrix = BABYLON.Matrix.Zero(); this._camMatrix = BABYLON.Matrix.Zero(); this._cameraTransformMatrix = BABYLON.Matrix.Zero(); this._cameraRotationMatrix = BABYLON.Matrix.Zero(); this._referencePoint = new BABYLON.Vector3(0, 0, 1); this._transformedReferencePoint = BABYLON.Vector3.Zero(); this._lookAtTemp = BABYLON.Matrix.Zero(); this._tempMatrix = BABYLON.Matrix.Zero(); } TargetCamera.prototype.getFrontPosition = function (distance) { var direction = this.getTarget().subtract(this.position); direction.normalize(); direction.scaleInPlace(distance); return this.globalPosition.add(direction); }; TargetCamera.prototype._getLockedTargetPosition = function () { if (!this.lockedTarget) { return null; } return this.lockedTarget.position || this.lockedTarget; }; // Cache TargetCamera.prototype._initCache = function () { _super.prototype._initCache.call(this); this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); }; TargetCamera.prototype._updateCache = function (ignoreParentClass) { if (!ignoreParentClass) { _super.prototype._updateCache.call(this); } var lockedTargetPosition = this._getLockedTargetPosition(); if (!lockedTargetPosition) { this._cache.lockedTarget = null; } else { if (!this._cache.lockedTarget) { this._cache.lockedTarget = lockedTargetPosition.clone(); } else { this._cache.lockedTarget.copyFrom(lockedTargetPosition); } } this._cache.rotation.copyFrom(this.rotation); }; // Synchronized TargetCamera.prototype._isSynchronizedViewMatrix = function () { if (!_super.prototype._isSynchronizedViewMatrix.call(this)) { return false; } var lockedTargetPosition = this._getLockedTargetPosition(); return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation); }; // Methods TargetCamera.prototype._computeLocalCameraSpeed = function () { var engine = this.getEngine(); return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0))); }; // Target TargetCamera.prototype.setTarget = function (target) { this.upVector.normalize(); BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix); this._camMatrix.invert(); this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]); var vDir = target.subtract(this.position); if (vDir.x >= 0.0) { this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0); } else { this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0); } this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector)); if (isNaN(this.rotation.x)) { this.rotation.x = 0; } if (isNaN(this.rotation.y)) { this.rotation.y = 0; } if (isNaN(this.rotation.z)) { this.rotation.z = 0; } }; TargetCamera.prototype.getTarget = function () { return this._currentTarget; }; TargetCamera.prototype._decideIfNeedsToMove = function () { return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0; }; TargetCamera.prototype._updatePosition = function () { this.position.addInPlace(this.cameraDirection); }; TargetCamera.prototype._checkInputs = function () { var needToMove = this._decideIfNeedsToMove(); var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0; // Move if (needToMove) { this._updatePosition(); } // Rotate if (needToRotate) { this.rotation.x += this.cameraRotation.x; this.rotation.y += this.cameraRotation.y; if (!this.noRotationConstraint) { var limit = (Math.PI / 2) * 0.95; if (this.rotation.x > limit) this.rotation.x = limit; if (this.rotation.x < -limit) this.rotation.x = -limit; } } // Inertia if (needToMove) { if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) { this.cameraDirection.x = 0; } if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) { this.cameraDirection.y = 0; } if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) { this.cameraDirection.z = 0; } this.cameraDirection.scaleInPlace(this.inertia); } if (needToRotate) { if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) { this.cameraRotation.x = 0; } if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) { this.cameraRotation.y = 0; } this.cameraRotation.scaleInPlace(this.inertia); } _super.prototype._checkInputs.call(this); }; TargetCamera.prototype._getViewMatrix = function () { if (!this.lockedTarget) { // Compute if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) { BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp); BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix); this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix); this._lookAtTemp.invert(); this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix); } else { BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix); } BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint); // Computing target and final matrix this.position.addToRef(this._transformedReferencePoint, this._currentTarget); } else { this._currentTarget.copyFrom(this._getLockedTargetPosition()); } BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix); return this._viewMatrix; }; TargetCamera.prototype._getVRViewMatrix = function () { BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix); BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint); BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._cameraRigParams.vrActualUp); // Computing target and final matrix this.position.addToRef(this._transformedReferencePoint, this._currentTarget); BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._cameraRigParams.vrActualUp, this._cameraRigParams.vrWorkMatrix); this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._viewMatrix); return this._viewMatrix; }; /** * @override * Override Camera.createRigCamera */ TargetCamera.prototype.createRigCamera = function (name, cameraIndex) { if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) { var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene()); if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR) { rigCamera._cameraRigParams = {}; rigCamera._cameraRigParams.vrActualUp = new BABYLON.Vector3(0, 0, 0); rigCamera._getViewMatrix = rigCamera._getVRViewMatrix; } return rigCamera; } return null; }; /** * @override * Override Camera._updateRigCameras */ TargetCamera.prototype._updateRigCameras = function () { switch (this.cameraRigMode) { case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: case BABYLON.Camera.RIG_MODE_VR: var camLeft = this._rigCameras[0]; var camRight = this._rigCameras[1]; if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR) { camLeft.rotation.x = camRight.rotation.x = this.rotation.x; camLeft.rotation.y = camRight.rotation.y = this.rotation.y; camLeft.rotation.z = camRight.rotation.z = this.rotation.z; camLeft.position.copyFrom(this.position); camRight.position.copyFrom(this.position); } else { //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance: this._getRigCamPosition(-this._cameraRigParams.stereoHalfAngle, camLeft.position); this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle, camRight.position); camLeft.setTarget(this.getTarget()); camRight.setTarget(this.getTarget()); } break; } _super.prototype._updateRigCameras.call(this); }; TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) { if (!this._rigCamTransformMatrix) { this._rigCamTransformMatrix = new BABYLON.Matrix(); } var target = this.getTarget(); BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix); this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z)); BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result); }; return TargetCamera; })(BABYLON.Camera); BABYLON.TargetCamera = TargetCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FreeCamera = (function (_super) { __extends(FreeCamera, _super); function FreeCamera(name, position, scene) { var _this = this; _super.call(this, name, position, scene); this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5); this.keysUp = [38]; this.keysDown = [40]; this.keysLeft = [37]; this.keysRight = [39]; this.checkCollisions = false; this.applyGravity = false; this.angularSensibility = 2000.0; this._keys = []; this._collider = new BABYLON.Collider(); this._needMoveForGravity = false; this._oldPosition = BABYLON.Vector3.Zero(); this._diffPosition = BABYLON.Vector3.Zero(); this._newPosition = BABYLON.Vector3.Zero(); this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) { if (collidedMesh === void 0) { collidedMesh = null; } //TODO move this to the collision coordinator! if (_this.getScene().workerCollisions) newPosition.multiplyInPlace(_this._collider.radius); var updatePosition = function (newPos) { _this._newPosition.copyFrom(newPos); _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition); var oldPosition = _this.position.clone(); if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) { _this.position.addInPlace(_this._diffPosition); if (_this.onCollide && collidedMesh) { _this.onCollide(collidedMesh); } } }; updatePosition(newPosition); }; } // Controls FreeCamera.prototype.attachControl = function (element, noPreventDefault) { var _this = this; var previousPosition; var engine = this.getEngine(); if (this._attachedElement) { return; } this._attachedElement = element; if (this._onMouseDown === undefined) { this._onMouseDown = function (evt) { previousPosition = { x: evt.clientX, y: evt.clientY }; if (!noPreventDefault) { evt.preventDefault(); } }; this._onMouseUp = function (evt) { previousPosition = null; if (!noPreventDefault) { evt.preventDefault(); } }; this._onMouseOut = function (evt) { previousPosition = null; _this._keys = []; if (!noPreventDefault) { evt.preventDefault(); } }; this._onMouseMove = function (evt) { if (!previousPosition && !engine.isPointerLock) { return; } var offsetX; var offsetY; if (!engine.isPointerLock) { offsetX = evt.clientX - previousPosition.x; offsetY = evt.clientY - previousPosition.y; } else { offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0; offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0; } _this.cameraRotation.y += offsetX / _this.angularSensibility; _this.cameraRotation.x += offsetY / _this.angularSensibility; previousPosition = { x: evt.clientX, y: evt.clientY }; if (!noPreventDefault) { evt.preventDefault(); } }; this._onKeyDown = function (evt) { if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index === -1) { _this._keys.push(evt.keyCode); } if (!noPreventDefault) { evt.preventDefault(); } } }; this._onKeyUp = function (evt) { if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index >= 0) { _this._keys.splice(index, 1); } if (!noPreventDefault) { evt.preventDefault(); } } }; this._onLostFocus = function () { _this._keys = []; }; this._reset = function () { _this._keys = []; previousPosition = null; _this.cameraDirection = new BABYLON.Vector3(0, 0, 0); _this.cameraRotation = new BABYLON.Vector2(0, 0); }; } element.addEventListener("mousedown", this._onMouseDown, false); element.addEventListener("mouseup", this._onMouseUp, false); element.addEventListener("mouseout", this._onMouseOut, false); element.addEventListener("mousemove", this._onMouseMove, false); BABYLON.Tools.RegisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp }, { name: "blur", handler: this._onLostFocus } ]); }; FreeCamera.prototype.detachControl = function (element) { if (this._attachedElement != element) { return; } element.removeEventListener("mousedown", this._onMouseDown); element.removeEventListener("mouseup", this._onMouseUp); element.removeEventListener("mouseout", this._onMouseOut); element.removeEventListener("mousemove", this._onMouseMove); BABYLON.Tools.UnregisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp }, { name: "blur", handler: this._onLostFocus } ]); this._attachedElement = null; if (this._reset) { this._reset(); } }; FreeCamera.prototype._collideWithWorld = function (velocity) { var globalPosition; if (this.parent) { globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix()); } else { globalPosition = this.position; } globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition); this._collider.radius = this.ellipsoid; //no need for clone, as long as gravity is not on. var actualVelocity = velocity; //add gravity to the velocity to prevent the dual-collision checking if (this.applyGravity) { //this prevents mending with cameraDirection, a global variable of the free camera class. actualVelocity = velocity.add(this.getScene().gravity); } this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId); }; FreeCamera.prototype._checkInputs = function () { if (!this._localDirection) { this._localDirection = BABYLON.Vector3.Zero(); this._transformedDirection = BABYLON.Vector3.Zero(); } // Keyboard for (var index = 0; index < this._keys.length; index++) { var keyCode = this._keys[index]; var speed = this._computeLocalCameraSpeed(); if (this.keysLeft.indexOf(keyCode) !== -1) { this._localDirection.copyFromFloats(-speed, 0, 0); } else if (this.keysUp.indexOf(keyCode) !== -1) { this._localDirection.copyFromFloats(0, 0, speed); } else if (this.keysRight.indexOf(keyCode) !== -1) { this._localDirection.copyFromFloats(speed, 0, 0); } else if (this.keysDown.indexOf(keyCode) !== -1) { this._localDirection.copyFromFloats(0, 0, -speed); } this.getViewMatrix().invertToRef(this._cameraTransformMatrix); BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection); this.cameraDirection.addInPlace(this._transformedDirection); } _super.prototype._checkInputs.call(this); }; FreeCamera.prototype._decideIfNeedsToMove = function () { return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0; }; FreeCamera.prototype._updatePosition = function () { if (this.checkCollisions && this.getScene().collisionsEnabled) { this._collideWithWorld(this.cameraDirection); } else { this.position.addInPlace(this.cameraDirection); } }; return FreeCamera; })(BABYLON.TargetCamera); BABYLON.FreeCamera = FreeCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FollowCamera = (function (_super) { __extends(FollowCamera, _super); function FollowCamera(name, position, scene) { _super.call(this, name, position, scene); this.radius = 12; this.rotationOffset = 0; this.heightOffset = 4; this.cameraAcceleration = 0.05; this.maxCameraSpeed = 20; } FollowCamera.prototype.getRadians = function (degrees) { return degrees * Math.PI / 180; }; FollowCamera.prototype.follow = function (cameraTarget) { if (!cameraTarget) return; var yRotation; if (cameraTarget.rotationQuaternion) { var rotMatrix = new BABYLON.Matrix(); cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix); yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]); } else { yRotation = cameraTarget.rotation.y; } var radians = this.getRadians(this.rotationOffset) + yRotation; var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius; var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius; var dx = targetX - this.position.x; var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y; var dz = (targetZ) - this.position.z; var vx = dx * this.cameraAcceleration * 2; //this is set to .05 var vy = dy * this.cameraAcceleration; var vz = dz * this.cameraAcceleration * 2; if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) { vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed; } if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) { vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed; } if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) { vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed; } this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz); this.setTarget(cameraTarget.position); }; FollowCamera.prototype._checkInputs = function () { _super.prototype._checkInputs.call(this); this.follow(this.target); }; return FollowCamera; })(BABYLON.TargetCamera); BABYLON.FollowCamera = FollowCamera; var ArcFollowCamera = (function (_super) { __extends(ArcFollowCamera, _super); function ArcFollowCamera(name, alpha, beta, radius, target, scene) { _super.call(this, name, BABYLON.Vector3.Zero(), scene); this.alpha = alpha; this.beta = beta; this.radius = radius; this.target = target; this._cartesianCoordinates = BABYLON.Vector3.Zero(); this.follow(); } ArcFollowCamera.prototype.follow = function () { this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta); this._cartesianCoordinates.y = this.radius * Math.sin(this.beta); this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta); this.position = this.target.position.add(this._cartesianCoordinates); this.setTarget(this.target.position); }; ArcFollowCamera.prototype._checkInputs = function () { _super.prototype._checkInputs.call(this); this.follow(); }; return ArcFollowCamera; })(BABYLON.TargetCamera); BABYLON.ArcFollowCamera = ArcFollowCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // We're mainly based on the logic defined into the FreeCamera code var TouchCamera = (function (_super) { __extends(TouchCamera, _super); function TouchCamera(name, position, scene) { _super.call(this, name, position, scene); this._offsetX = null; this._offsetY = null; this._pointerCount = 0; this._pointerPressed = []; this.angularSensibility = 200000.0; this.moveSensibility = 500.0; } TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) { var _this = this; var previousPosition; if (this._attachedCanvas) { return; } this._attachedCanvas = canvas; if (this._onPointerDown === undefined) { this._onPointerDown = function (evt) { if (!noPreventDefault) { evt.preventDefault(); } _this._pointerPressed.push(evt.pointerId); if (_this._pointerPressed.length !== 1) { return; } previousPosition = { x: evt.clientX, y: evt.clientY }; }; this._onPointerUp = function (evt) { if (!noPreventDefault) { evt.preventDefault(); } var index = _this._pointerPressed.indexOf(evt.pointerId); if (index === -1) { return; } _this._pointerPressed.splice(index, 1); if (index != 0) { return; } previousPosition = null; _this._offsetX = null; _this._offsetY = null; }; this._onPointerMove = function (evt) { if (!noPreventDefault) { evt.preventDefault(); } if (!previousPosition) { return; } var index = _this._pointerPressed.indexOf(evt.pointerId); if (index != 0) { return; } _this._offsetX = evt.clientX - previousPosition.x; _this._offsetY = -(evt.clientY - previousPosition.y); }; this._onLostFocus = function () { _this._offsetX = null; _this._offsetY = null; }; } canvas.addEventListener("pointerdown", this._onPointerDown); canvas.addEventListener("pointerup", this._onPointerUp); canvas.addEventListener("pointerout", this._onPointerUp); canvas.addEventListener("pointermove", this._onPointerMove); BABYLON.Tools.RegisterTopRootEvents([ { name: "blur", handler: this._onLostFocus } ]); }; TouchCamera.prototype.detachControl = function (canvas) { if (this._attachedCanvas != canvas) { return; } canvas.removeEventListener("pointerdown", this._onPointerDown); canvas.removeEventListener("pointerup", this._onPointerUp); canvas.removeEventListener("pointerout", this._onPointerUp); canvas.removeEventListener("pointermove", this._onPointerMove); BABYLON.Tools.UnregisterTopRootEvents([ { name: "blur", handler: this._onLostFocus } ]); this._attachedCanvas = null; }; TouchCamera.prototype._checkInputs = function () { if (this._offsetX) { this.cameraRotation.y += this._offsetX / this.angularSensibility; if (this._pointerPressed.length > 1) { this.cameraRotation.x += -this._offsetY / this.angularSensibility; } else { var speed = this._computeLocalCameraSpeed(); var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility); BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix); this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix)); } } _super.prototype._checkInputs.call(this); }; return TouchCamera; })(BABYLON.FreeCamera); BABYLON.TouchCamera = TouchCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var eventPrefix = BABYLON.Tools.GetPointerPrefix(); var ArcRotateCamera = (function (_super) { __extends(ArcRotateCamera, _super); function ArcRotateCamera(name, alpha, beta, radius, target, scene) { var _this = this; _super.call(this, name, BABYLON.Vector3.Zero(), scene); this.alpha = alpha; this.beta = beta; this.radius = radius; this.target = target; this.inertialAlphaOffset = 0; this.inertialBetaOffset = 0; this.inertialRadiusOffset = 0; this.lowerAlphaLimit = null; this.upperAlphaLimit = null; this.lowerBetaLimit = 0.01; this.upperBetaLimit = Math.PI; this.lowerRadiusLimit = null; this.upperRadiusLimit = null; this.angularSensibilityX = 1000.0; this.angularSensibilityY = 1000.0; this.wheelPrecision = 3.0; this.pinchPrecision = 2.0; this.panningSensibility = 50.0; this.inertialPanningX = 0; this.inertialPanningY = 0; this.keysUp = [38]; this.keysDown = [40]; this.keysLeft = [37]; this.keysRight = [39]; this.zoomOnFactor = 1; this.targetScreenOffset = BABYLON.Vector2.Zero(); this.pinchInwards = true; this.allowUpsideDown = true; this._keys = []; this._viewMatrix = new BABYLON.Matrix(); this._isRightClick = false; this._isCtrlPushed = false; this.checkCollisions = false; this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5); this._collider = new BABYLON.Collider(); this._previousPosition = BABYLON.Vector3.Zero(); this._collisionVelocity = BABYLON.Vector3.Zero(); this._newPosition = BABYLON.Vector3.Zero(); this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) { if (collidedMesh === void 0) { collidedMesh = null; } if (_this.getScene().workerCollisions && _this.checkCollisions) { newPosition.multiplyInPlace(_this._collider.radius); } if (!collidedMesh) { _this._previousPosition.copyFrom(_this.position); } else { _this.setPosition(_this.position); if (_this.onCollide) { _this.onCollide(collidedMesh); } } // Recompute because of constraints var cosa = Math.cos(_this.alpha); var sina = Math.sin(_this.alpha); var cosb = Math.cos(_this.beta); var sinb = Math.sin(_this.beta); var target = _this._getTargetPosition(); target.addToRef(new BABYLON.Vector3(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb), _this._newPosition); _this.position.copyFrom(_this._newPosition); var up = _this.upVector; if (_this.allowUpsideDown && _this.beta < 0) { up = up.clone(); up = up.negate(); } BABYLON.Matrix.LookAtLHToRef(_this.position, target, up, _this._viewMatrix); _this._viewMatrix.m[12] += _this.targetScreenOffset.x; _this._viewMatrix.m[13] += _this.targetScreenOffset.y; _this._collisionTriggered = false; }; if (!this.target) { this.target = BABYLON.Vector3.Zero(); } this.getViewMatrix(); } Object.defineProperty(ArcRotateCamera.prototype, "angularSensibility", { //deprecated angularSensibility support get: function () { BABYLON.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead."); return Math.max(this.angularSensibilityX, this.angularSensibilityY); }, //deprecated angularSensibility support set: function (value) { BABYLON.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead."); this.angularSensibilityX = value; this.angularSensibilityY = value; }, enumerable: true, configurable: true }); ArcRotateCamera.prototype._getTargetPosition = function () { return this.target.position || this.target; }; // Cache ArcRotateCamera.prototype._initCache = function () { _super.prototype._initCache.call(this); this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); this._cache.alpha = undefined; this._cache.beta = undefined; this._cache.radius = undefined; this._cache.targetScreenOffset = BABYLON.Vector2.Zero(); }; ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) { if (!ignoreParentClass) { _super.prototype._updateCache.call(this); } this._cache.target.copyFrom(this._getTargetPosition()); this._cache.alpha = this.alpha; this._cache.beta = this.beta; this._cache.radius = this.radius; this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset); }; // Synchronized ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () { if (!_super.prototype._isSynchronizedViewMatrix.call(this)) return false; return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset); }; // Methods ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning) { var _this = this; if (useCtrlForPanning === void 0) { useCtrlForPanning = true; } var cacheSoloPointer; // cache pointer object for better perf on camera rotation var previousPinchDistance = 0; var pointers = new BABYLON.SmartCollection(); if (this._attachedElement) { return; } this._attachedElement = element; var engine = this.getEngine(); if (this._onPointerDown === undefined) { this._onPointerDown = function (evt) { // Manage panning with right click _this._isRightClick = evt.button === 2; // manage pointers pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType }); cacheSoloPointer = pointers.item(evt.pointerId); if (!noPreventDefault) { evt.preventDefault(); } }; this._onPointerUp = function (evt) { cacheSoloPointer = null; previousPinchDistance = 0; //would be better to use pointers.remove(evt.pointerId) for multitouch gestures, //but emptying completly pointers collection is required to fix a bug on iPhone : //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected pointers.empty(); if (!noPreventDefault) { evt.preventDefault(); } }; this._onContextMenu = function (evt) { evt.preventDefault(); }; this._onPointerMove = function (evt) { if (!noPreventDefault) { evt.preventDefault(); } switch (pointers.count) { case 1: if (_this.panningSensibility !== 0 && ((_this._isCtrlPushed && useCtrlForPanning) || (!useCtrlForPanning && _this._isRightClick))) { _this.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility; _this.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility; } else { var offsetX = evt.clientX - cacheSoloPointer.x; var offsetY = evt.clientY - cacheSoloPointer.y; _this.inertialAlphaOffset -= offsetX / _this.angularSensibilityX; _this.inertialBetaOffset -= offsetY / _this.angularSensibilityY; } cacheSoloPointer.x = evt.clientX; cacheSoloPointer.y = evt.clientY; break; case 2: //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers pointers.item(evt.pointerId).x = evt.clientX; pointers.item(evt.pointerId).y = evt.clientY; var direction = _this.pinchInwards ? 1 : -1; var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x; var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y; var pinchSquaredDistance = (distX * distX) + (distY * distY); if (previousPinchDistance === 0) { previousPinchDistance = pinchSquaredDistance; return; } if (pinchSquaredDistance !== previousPinchDistance) { _this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) * direction); previousPinchDistance = pinchSquaredDistance; } break; default: if (pointers.item(evt.pointerId)) { pointers.item(evt.pointerId).x = evt.clientX; pointers.item(evt.pointerId).y = evt.clientY; } } }; this._onMouseMove = function (evt) { if (!engine.isPointerLock) { return; } var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0; var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0; _this.inertialAlphaOffset -= offsetX / _this.angularSensibilityX; _this.inertialBetaOffset -= offsetY / _this.angularSensibilityY; if (!noPreventDefault) { evt.preventDefault(); } }; this._wheel = function (event) { var delta = 0; if (event.wheelDelta) { delta = event.wheelDelta / (_this.wheelPrecision * 40); } else if (event.detail) { delta = -event.detail / _this.wheelPrecision; } if (delta) _this.inertialRadiusOffset += delta; if (event.preventDefault) { if (!noPreventDefault) { event.preventDefault(); } } }; this._onKeyDown = function (evt) { _this._isCtrlPushed = evt.ctrlKey; if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index === -1) { _this._keys.push(evt.keyCode); } if (evt.preventDefault) { if (!noPreventDefault) { evt.preventDefault(); } } } }; this._onKeyUp = function (evt) { _this._isCtrlPushed = evt.ctrlKey; if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index >= 0) { _this._keys.splice(index, 1); } if (evt.preventDefault) { if (!noPreventDefault) { evt.preventDefault(); } } } }; this._onLostFocus = function () { _this._keys = []; pointers.empty(); previousPinchDistance = 0; cacheSoloPointer = null; }; this._onGestureStart = function (e) { if (window.MSGesture === undefined) { return; } if (!_this._MSGestureHandler) { _this._MSGestureHandler = new MSGesture(); _this._MSGestureHandler.target = element; } _this._MSGestureHandler.addPointer(e.pointerId); }; this._onGesture = function (e) { _this.radius *= e.scale; if (e.preventDefault) { if (!noPreventDefault) { e.stopPropagation(); e.preventDefault(); } } }; this._reset = function () { _this._keys = []; _this.inertialAlphaOffset = 0; _this.inertialBetaOffset = 0; _this.inertialRadiusOffset = 0; pointers.empty(); previousPinchDistance = 0; cacheSoloPointer = null; }; } if (!useCtrlForPanning) { element.addEventListener("contextmenu", this._onContextMenu, false); } element.addEventListener(eventPrefix + "down", this._onPointerDown, false); element.addEventListener(eventPrefix + "up", this._onPointerUp, false); element.addEventListener(eventPrefix + "out", this._onPointerUp, false); element.addEventListener(eventPrefix + "move", this._onPointerMove, false); element.addEventListener("mousemove", this._onMouseMove, false); element.addEventListener("MSPointerDown", this._onGestureStart, false); element.addEventListener("MSGestureChange", this._onGesture, false); element.addEventListener('mousewheel', this._wheel, false); element.addEventListener('DOMMouseScroll', this._wheel, false); BABYLON.Tools.RegisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp }, { name: "blur", handler: this._onLostFocus } ]); }; ArcRotateCamera.prototype.detachControl = function (element) { if (this._attachedElement !== element) { return; } element.removeEventListener("contextmenu", this._onContextMenu); element.removeEventListener(eventPrefix + "down", this._onPointerDown); element.removeEventListener(eventPrefix + "up", this._onPointerUp); element.removeEventListener(eventPrefix + "out", this._onPointerUp); element.removeEventListener(eventPrefix + "move", this._onPointerMove); element.removeEventListener("mousemove", this._onMouseMove); element.removeEventListener("MSPointerDown", this._onGestureStart); element.removeEventListener("MSGestureChange", this._onGesture); element.removeEventListener('mousewheel', this._wheel); element.removeEventListener('DOMMouseScroll', this._wheel); BABYLON.Tools.UnregisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp }, { name: "blur", handler: this._onLostFocus } ]); this._MSGestureHandler = null; this._attachedElement = null; if (this._reset) { this._reset(); } }; ArcRotateCamera.prototype._checkInputs = function () { //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called. if (this._collisionTriggered) { return; } // Keyboard for (var index = 0; index < this._keys.length; index++) { var keyCode = this._keys[index]; if (this.keysLeft.indexOf(keyCode) !== -1) { this.inertialAlphaOffset -= 0.01; } else if (this.keysUp.indexOf(keyCode) !== -1) { this.inertialBetaOffset -= 0.01; } else if (this.keysRight.indexOf(keyCode) !== -1) { this.inertialAlphaOffset += 0.01; } else if (this.keysDown.indexOf(keyCode) !== -1) { this.inertialBetaOffset += 0.01; } } // Inertia if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) { this.alpha += this.beta <= 0 ? -this.inertialAlphaOffset : this.inertialAlphaOffset; this.beta += this.inertialBetaOffset; this.radius -= this.inertialRadiusOffset; this.inertialAlphaOffset *= this.inertia; this.inertialBetaOffset *= this.inertia; this.inertialRadiusOffset *= this.inertia; if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon) this.inertialAlphaOffset = 0; if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon) this.inertialBetaOffset = 0; if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon) this.inertialRadiusOffset = 0; } // Panning inertia if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) { if (!this._localDirection) { this._localDirection = BABYLON.Vector3.Zero(); this._transformedDirection = BABYLON.Vector3.Zero(); } this.inertialPanningX *= this.inertia; this.inertialPanningY *= this.inertia; if (Math.abs(this.inertialPanningX) < BABYLON.Engine.Epsilon) this.inertialPanningX = 0; if (Math.abs(this.inertialPanningY) < BABYLON.Engine.Epsilon) this.inertialPanningY = 0; this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, 0); this._viewMatrix.invertToRef(this._cameraTransformMatrix); BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection); this.target.addInPlace(this._transformedDirection); } // Limits this._checkLimits(); _super.prototype._checkInputs.call(this); }; ArcRotateCamera.prototype._checkLimits = function () { if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) { if (this.allowUpsideDown && this.beta > Math.PI) { this.beta = this.beta - (2 * Math.PI); } } else { if (this.beta < this.lowerBetaLimit) { this.beta = this.lowerBetaLimit; } } if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) { if (this.allowUpsideDown && this.beta < -Math.PI) { this.beta = this.beta + (2 * Math.PI); } } else { if (this.beta > this.upperBetaLimit) { this.beta = this.upperBetaLimit; } } if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) { this.alpha = this.lowerAlphaLimit; } if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) { this.alpha = this.upperAlphaLimit; } if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) { this.radius = this.lowerRadiusLimit; } if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) { this.radius = this.upperRadiusLimit; } }; ArcRotateCamera.prototype.setPosition = function (position) { if (this.position.equals(position)) { return; } var radiusv3 = position.subtract(this._getTargetPosition()); this.radius = radiusv3.length(); // Alpha this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2))); if (radiusv3.z < 0) { this.alpha = 2 * Math.PI - this.alpha; } // Beta this.beta = Math.acos(radiusv3.y / this.radius); this._checkLimits(); }; ArcRotateCamera.prototype.setTarget = function (target) { this.target = target; }; ArcRotateCamera.prototype._getViewMatrix = function () { // Compute var cosa = Math.cos(this.alpha); var sina = Math.sin(this.alpha); var cosb = Math.cos(this.beta); var sinb = Math.sin(this.beta); var target = this._getTargetPosition(); target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this._newPosition); if (this.getScene().collisionsEnabled && this.checkCollisions) { this._collider.radius = this.collisionRadius; this._newPosition.subtractToRef(this.position, this._collisionVelocity); this._collisionTriggered = true; this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId); } else { this.position.copyFrom(this._newPosition); var up = this.upVector; if (this.allowUpsideDown && this.beta < 0) { up = up.clone(); up = up.negate(); } BABYLON.Matrix.LookAtLHToRef(this.position, target, up, this._viewMatrix); this._viewMatrix.m[12] += this.targetScreenOffset.x; this._viewMatrix.m[13] += this.targetScreenOffset.y; } return this._viewMatrix; }; ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) { if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; } meshes = meshes || this.getScene().meshes; var minMaxVector = BABYLON.Mesh.MinMax(meshes); var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max); this.radius = distance * this.zoomOnFactor; this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ); }; ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) { if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; } var meshesOrMinMaxVector; var distance; if (meshesOrMinMaxVectorAndDistance.min === undefined) { meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes; meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector); distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max); } else { meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance; distance = meshesOrMinMaxVectorAndDistance.distance; } this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector); if (!doNotUpdateMaxZ) { this.maxZ = distance * 2; } }; /** * @override * Override Camera.createRigCamera */ ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) { switch (this.cameraRigMode) { case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: case BABYLON.Camera.RIG_MODE_VR: var alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1); return new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this.target, this.getScene()); } return null; }; /** * @override * Override Camera._updateRigCameras */ ArcRotateCamera.prototype._updateRigCameras = function () { switch (this.cameraRigMode) { case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: case BABYLON.Camera.RIG_MODE_VR: var camLeft = this._rigCameras[0]; var camRight = this._rigCameras[1]; camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle; camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle; camLeft.beta = camRight.beta = this.beta; camLeft.radius = camRight.radius = this.radius; break; } _super.prototype._updateRigCameras.call(this); }; return ArcRotateCamera; })(BABYLON.TargetCamera); BABYLON.ArcRotateCamera = ArcRotateCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var RenderingManager = (function () { function RenderingManager(scene) { this._renderingGroups = new Array(); this._scene = scene; } RenderingManager.prototype._renderParticles = function (index, activeMeshes) { if (this._scene._activeParticleSystems.length === 0) { return; } // Particles var activeCamera = this._scene.activeCamera; var beforeParticlesDate = BABYLON.Tools.Now; for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) { var particleSystem = this._scene._activeParticleSystems.data[particleIndex]; if (particleSystem.renderingGroupId !== index) { continue; } if ((activeCamera.layerMask & particleSystem.layerMask) === 0) { continue; } this._clearDepthBuffer(); if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) { this._scene._activeParticles += particleSystem.render(); } } this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate; }; RenderingManager.prototype._renderSprites = function (index) { if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) { return; } // Sprites var activeCamera = this._scene.activeCamera; var beforeSpritessDate = BABYLON.Tools.Now; for (var id = 0; id < this._scene.spriteManagers.length; id++) { var spriteManager = this._scene.spriteManagers[id]; if (spriteManager.renderingGroupId === index && ((activeCamera.layerMask & spriteManager.layerMask) !== 0)) { this._clearDepthBuffer(); spriteManager.render(); } } this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate; }; RenderingManager.prototype._clearDepthBuffer = function () { if (this._depthBufferAlreadyCleaned) { return; } this._scene.getEngine().clear(0, false, true); this._depthBufferAlreadyCleaned = true; }; RenderingManager.prototype._renderSpritesAndParticles = function () { if (this._currentRenderSprites) { this._renderSprites(this._currentIndex); } if (this._currentRenderParticles) { this._renderParticles(this._currentIndex, this._currentActiveMeshes); } }; RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) { this._currentActiveMeshes = activeMeshes; this._currentRenderParticles = renderParticles; this._currentRenderSprites = renderSprites; for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) { this._depthBufferAlreadyCleaned = false; var renderingGroup = this._renderingGroups[index]; var needToStepBack = false; this._currentIndex = index; if (renderingGroup) { this._clearDepthBuffer(); if (!renderingGroup.onBeforeTransparentRendering) { renderingGroup.onBeforeTransparentRendering = this._renderSpritesAndParticles.bind(this); } if (!renderingGroup.render(customRenderFunction)) { this._renderingGroups.splice(index, 1); needToStepBack = true; this._renderSpritesAndParticles(); } } else { this._renderSpritesAndParticles(); } if (needToStepBack) { index--; } } }; RenderingManager.prototype.reset = function () { this._renderingGroups.forEach(function (renderingGroup, index, array) { if (renderingGroup) { renderingGroup.prepare(); } }); }; RenderingManager.prototype.dispatch = function (subMesh) { var mesh = subMesh.getMesh(); var renderingGroupId = mesh.renderingGroupId || 0; if (!this._renderingGroups[renderingGroupId]) { this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene); } this._renderingGroups[renderingGroupId].dispatch(subMesh); }; RenderingManager.MAX_RENDERINGGROUPS = 4; return RenderingManager; })(); BABYLON.RenderingManager = RenderingManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var RenderingGroup = (function () { function RenderingGroup(index, scene) { this.index = index; this._opaqueSubMeshes = new BABYLON.SmartArray(256); this._transparentSubMeshes = new BABYLON.SmartArray(256); this._alphaTestSubMeshes = new BABYLON.SmartArray(256); this._scene = scene; } RenderingGroup.prototype.render = function (customRenderFunction) { if (customRenderFunction) { customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes); return true; } if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) { if (this.onBeforeTransparentRendering) { this.onBeforeTransparentRendering(); } return false; } var engine = this._scene.getEngine(); // Opaque var subIndex; var submesh; for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) { submesh = this._opaqueSubMeshes.data[subIndex]; submesh.render(false); } // Alpha test engine.setAlphaTesting(true); for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) { submesh = this._alphaTestSubMeshes.data[subIndex]; submesh.render(false); } engine.setAlphaTesting(false); if (this.onBeforeTransparentRendering) { this.onBeforeTransparentRendering(); } // Transparent if (this._transparentSubMeshes.length) { // Sorting for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) { submesh = this._transparentSubMeshes.data[subIndex]; submesh._alphaIndex = submesh.getMesh().alphaIndex; submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.globalPosition).length(); } var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length); sortedArray.sort(function (a, b) { // Alpha index first if (a._alphaIndex > b._alphaIndex) { return 1; } if (a._alphaIndex < b._alphaIndex) { return -1; } // Then distance to camera if (a._distanceToCamera < b._distanceToCamera) { return 1; } if (a._distanceToCamera > b._distanceToCamera) { return -1; } return 0; }); // Rendering for (subIndex = 0; subIndex < sortedArray.length; subIndex++) { submesh = sortedArray[subIndex]; submesh.render(true); } engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); } return true; }; RenderingGroup.prototype.prepare = function () { this._opaqueSubMeshes.reset(); this._transparentSubMeshes.reset(); this._alphaTestSubMeshes.reset(); }; RenderingGroup.prototype.dispatch = function (subMesh) { var material = subMesh.getMaterial(); var mesh = subMesh.getMesh(); if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) { this._transparentSubMeshes.push(subMesh); } else if (material.needAlphaTesting()) { this._alphaTestSubMeshes.push(subMesh); } else { this._opaqueSubMeshes.push(subMesh); // Opaque } }; return RenderingGroup; })(); BABYLON.RenderingGroup = RenderingGroup; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { /** * Represents a scene to be rendered by the engine. * @see http://doc.babylonjs.com/page.php?p=21911 */ var Scene = (function () { /** * @constructor * @param {BABYLON.Engine} engine - the engine to be used to render this scene. */ function Scene(engine) { // Members this.autoClear = true; this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3); this.ambientColor = new BABYLON.Color3(0, 0, 0); this.forceWireframe = false; this.forcePointsCloud = false; this.forceShowBoundingBoxes = false; this.animationsEnabled = true; this.constantlyUpdateMeshUnderPointer = false; this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position // Fog /** * is fog enabled on this scene. * @type {boolean} */ this.fogEnabled = true; this.fogMode = Scene.FOGMODE_NONE; this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3); this.fogDensity = 0.1; this.fogStart = 0; this.fogEnd = 1000.0; // Lights /** * is shadow enabled on this scene. * @type {boolean} */ this.shadowsEnabled = true; /** * is light enabled on this scene. * @type {boolean} */ this.lightsEnabled = true; /** * All of the lights added to this scene. * @see BABYLON.Light * @type {BABYLON.Light[]} */ this.lights = new Array(); // Cameras /** * All of the cameras added to this scene. * @see BABYLON.Camera * @type {BABYLON.Camera[]} */ this.cameras = new Array(); this.activeCameras = new Array(); // Meshes /** * All of the (abstract) meshes added to this scene. * @see BABYLON.AbstractMesh * @type {BABYLON.AbstractMesh[]} */ this.meshes = new Array(); // Geometries this._geometries = new Array(); this.materials = new Array(); this.multiMaterials = new Array(); this.defaultMaterial = new BABYLON.StandardMaterial("default material", this); // Textures this.texturesEnabled = true; this.textures = new Array(); // Particles this.particlesEnabled = true; this.particleSystems = new Array(); // Sprites this.spritesEnabled = true; this.spriteManagers = new Array(); // Layers this.layers = new Array(); // Skeletons this.skeletonsEnabled = true; this.skeletons = new Array(); // Lens flares this.lensFlaresEnabled = true; this.lensFlareSystems = new Array(); // Collisions this.collisionsEnabled = true; this.gravity = new BABYLON.Vector3(0, -9.807, 0); // Postprocesses this.postProcessesEnabled = true; // Customs render targets this.renderTargetsEnabled = true; this.dumpNextRenderTargets = false; this.customRenderTargets = new Array(); // Imported meshes this.importedMeshesFiles = new Array(); // Probes this.probesEnabled = true; this.reflectionProbes = new Array(); this._actionManagers = new Array(); this._meshesForIntersections = new BABYLON.SmartArray(256); // Procedural textures this.proceduralTexturesEnabled = true; this._proceduralTextures = new Array(); this.soundTracks = new Array(); this._audioEnabled = true; this._headphone = false; this._totalVertices = 0; this._activeIndices = 0; this._activeParticles = 0; this._lastFrameDuration = 0; this._evaluateActiveMeshesDuration = 0; this._renderTargetsDuration = 0; this._particlesDuration = 0; this._renderDuration = 0; this._spritesDuration = 0; this._animationRatio = 0; this._renderId = 0; this._executeWhenReadyTimeoutId = -1; this._toBeDisposed = new BABYLON.SmartArray(256); this._onReadyCallbacks = new Array(); this._pendingData = []; //ANY this._onBeforeRenderCallbacks = new Array(); this._onAfterRenderCallbacks = new Array(); this._activeMeshes = new BABYLON.SmartArray(256); this._processedMaterials = new BABYLON.SmartArray(256); this._renderTargets = new BABYLON.SmartArray(256); this._activeParticleSystems = new BABYLON.SmartArray(256); this._activeSkeletons = new BABYLON.SmartArray(32); this._softwareSkinnedMeshes = new BABYLON.SmartArray(32); this._activeBones = 0; this._activeAnimatables = new Array(); this._transformMatrix = BABYLON.Matrix.Zero(); this._edgesRenderers = new BABYLON.SmartArray(16); this._uniqueIdCounter = 0; this._engine = engine; engine.scenes.push(this); this._renderingManager = new BABYLON.RenderingManager(this); this.postProcessManager = new BABYLON.PostProcessManager(this); this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager(); this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this); if (BABYLON.OutlineRenderer) { this._outlineRenderer = new BABYLON.OutlineRenderer(this); } this.attachControl(); this._debugLayer = new BABYLON.DebugLayer(this); if (BABYLON.SoundTrack) { this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true }); } //simplification queue if (BABYLON.SimplificationQueue) { this.simplificationQueue = new BABYLON.SimplificationQueue(); } //collision coordinator initialization. For now legacy per default. this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded)); } Object.defineProperty(Scene, "FOGMODE_NONE", { get: function () { return Scene._FOGMODE_NONE; }, enumerable: true, configurable: true }); Object.defineProperty(Scene, "FOGMODE_EXP", { get: function () { return Scene._FOGMODE_EXP; }, enumerable: true, configurable: true }); Object.defineProperty(Scene, "FOGMODE_EXP2", { get: function () { return Scene._FOGMODE_EXP2; }, enumerable: true, configurable: true }); Object.defineProperty(Scene, "FOGMODE_LINEAR", { get: function () { return Scene._FOGMODE_LINEAR; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "debugLayer", { // Properties get: function () { return this._debugLayer; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "workerCollisions", { get: function () { return this._workerCollisions; }, set: function (enabled) { enabled = (enabled && !!Worker); this._workerCollisions = enabled; if (this.collisionCoordinator) { this.collisionCoordinator.destroy(); } this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy(); this.collisionCoordinator.init(this); }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "SelectionOctree", { get: function () { return this._selectionOctree; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "meshUnderPointer", { /** * The mesh that is currently under the pointer. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none. */ get: function () { return this._meshUnderPointer; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "pointerX", { /** * Current on-screen X position of the pointer * @return {number} X position of the pointer */ get: function () { return this._pointerX; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "pointerY", { /** * Current on-screen Y position of the pointer * @return {number} Y position of the pointer */ get: function () { return this._pointerY; }, enumerable: true, configurable: true }); Scene.prototype.getCachedMaterial = function () { return this._cachedMaterial; }; Scene.prototype.getBoundingBoxRenderer = function () { return this._boundingBoxRenderer; }; Scene.prototype.getOutlineRenderer = function () { return this._outlineRenderer; }; Scene.prototype.getEngine = function () { return this._engine; }; Scene.prototype.getTotalVertices = function () { return this._totalVertices; }; Scene.prototype.getActiveIndices = function () { return this._activeIndices; }; Scene.prototype.getActiveParticles = function () { return this._activeParticles; }; Scene.prototype.getActiveBones = function () { return this._activeBones; }; // Stats Scene.prototype.getLastFrameDuration = function () { return this._lastFrameDuration; }; Scene.prototype.getEvaluateActiveMeshesDuration = function () { return this._evaluateActiveMeshesDuration; }; Scene.prototype.getActiveMeshes = function () { return this._activeMeshes; }; Scene.prototype.getRenderTargetsDuration = function () { return this._renderTargetsDuration; }; Scene.prototype.getRenderDuration = function () { return this._renderDuration; }; Scene.prototype.getParticlesDuration = function () { return this._particlesDuration; }; Scene.prototype.getSpritesDuration = function () { return this._spritesDuration; }; Scene.prototype.getAnimationRatio = function () { return this._animationRatio; }; Scene.prototype.getRenderId = function () { return this._renderId; }; Scene.prototype.incrementRenderId = function () { this._renderId++; }; Scene.prototype._updatePointerPosition = function (evt) { var canvasRect = this._engine.getRenderingCanvasClientRect(); this._pointerX = evt.clientX - canvasRect.left; this._pointerY = evt.clientY - canvasRect.top; if (this.cameraToUseForPointers) { this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth(); this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight(); } }; // Pointers handling Scene.prototype.attachControl = function () { var _this = this; var spritePredicate = function (sprite) { return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPickTriggers; }; this._onPointerMove = function (evt) { var canvas = _this._engine.getRenderingCanvas(); _this._updatePointerPosition(evt); // Meshes var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && (_this.constantlyUpdateMeshUnderPointer || mesh.actionManager !== null && mesh.actionManager !== undefined); }, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedMesh) { _this._meshUnderPointer = pickResult.pickedMesh; _this.setPointerOverMesh(pickResult.pickedMesh); if (_this._meshUnderPointer.actionManager && _this._meshUnderPointer.actionManager.hasPointerTriggers) { canvas.style.cursor = "pointer"; } else { canvas.style.cursor = ""; } } else { // Sprites pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedSprite) { canvas.style.cursor = "pointer"; } else { // Restore pointer _this.setPointerOverMesh(null); canvas.style.cursor = ""; _this._meshUnderPointer = null; } } if (_this.onPointerMove) { _this.onPointerMove(evt, pickResult); } }; this._onPointerDown = function (evt) { _this._updatePointerPosition(evt); var predicate = null; // Meshes if (!_this.onPointerDown) { predicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers; }; } var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedMesh) { if (pickResult.pickedMesh.actionManager) { switch (evt.button) { case 0: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; case 1: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; case 2: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; } pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt)); } } if (_this.onPointerDown) { _this.onPointerDown(evt, pickResult); } // Sprites if (_this.spriteManagers.length > 0) { pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedSprite) { if (pickResult.pickedSprite.actionManager) { switch (evt.button) { case 0: pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt)); break; case 1: pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt)); break; case 2: pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt)); break; } pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt)); } } } }; this._onPointerUp = function (evt) { var predicate = null; _this._updatePointerPosition(evt); if (!_this.onPointerUp) { predicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickUpTrigger); }; } // Meshes var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedMesh) { if (pickResult.pickedMesh.actionManager) { pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt)); } } if (_this.onPointerUp) { _this.onPointerUp(evt, pickResult); } // Sprites if (_this.spriteManagers.length > 0) { pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers); if (pickResult.hit && pickResult.pickedSprite) { if (pickResult.pickedSprite.actionManager) { pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt)); } } } }; this._onKeyDown = function (evt) { if (_this.actionManager) { _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt)); } }; this._onKeyUp = function (evt) { if (_this.actionManager) { _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt)); } }; var eventPrefix = BABYLON.Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "up", this._onPointerUp, false); // Wheel this._engine.getRenderingCanvas().addEventListener('mousewheel', this._onPointerMove, false); this._engine.getRenderingCanvas().addEventListener('DOMMouseScroll', this._onPointerMove, false); BABYLON.Tools.RegisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp } ]); }; Scene.prototype.detachControl = function () { var eventPrefix = BABYLON.Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "up", this._onPointerUp); // Wheel this._engine.getRenderingCanvas().removeEventListener('mousewheel', this._onPointerMove); this._engine.getRenderingCanvas().removeEventListener('DOMMouseScroll', this._onPointerMove); BABYLON.Tools.UnregisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp } ]); }; // Ready Scene.prototype.isReady = function () { if (this._pendingData.length > 0) { return false; } var index; for (index = 0; index < this._geometries.length; index++) { var geometry = this._geometries[index]; if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } } for (index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; if (!mesh.isReady()) { return false; } var mat = mesh.material; if (mat) { if (!mat.isReady(mesh)) { return false; } } } return true; }; Scene.prototype.resetCachedMaterial = function () { this._cachedMaterial = null; }; Scene.prototype.registerBeforeRender = function (func) { this._onBeforeRenderCallbacks.push(func); }; Scene.prototype.unregisterBeforeRender = function (func) { var index = this._onBeforeRenderCallbacks.indexOf(func); if (index > -1) { this._onBeforeRenderCallbacks.splice(index, 1); } }; Scene.prototype.registerAfterRender = function (func) { this._onAfterRenderCallbacks.push(func); }; Scene.prototype.unregisterAfterRender = function (func) { var index = this._onAfterRenderCallbacks.indexOf(func); if (index > -1) { this._onAfterRenderCallbacks.splice(index, 1); } }; Scene.prototype._addPendingData = function (data) { this._pendingData.push(data); }; Scene.prototype._removePendingData = function (data) { var index = this._pendingData.indexOf(data); if (index !== -1) { this._pendingData.splice(index, 1); } }; Scene.prototype.getWaitingItemsCount = function () { return this._pendingData.length; }; /** * Registers a function to be executed when the scene is ready. * @param {Function} func - the function to be executed. */ Scene.prototype.executeWhenReady = function (func) { var _this = this; this._onReadyCallbacks.push(func); if (this._executeWhenReadyTimeoutId !== -1) { return; } this._executeWhenReadyTimeoutId = setTimeout(function () { _this._checkIsReady(); }, 150); }; Scene.prototype._checkIsReady = function () { var _this = this; if (this.isReady()) { this._onReadyCallbacks.forEach(function (func) { func(); }); this._onReadyCallbacks = []; this._executeWhenReadyTimeoutId = -1; return; } this._executeWhenReadyTimeoutId = setTimeout(function () { _this._checkIsReady(); }, 150); }; // Animations /** * Will start the animation sequence of a given target * @param target - the target * @param {number} from - from which frame should animation start * @param {number} to - till which frame should animation run. * @param {boolean} [loop] - should the animation loop * @param {number} [speedRatio] - the speed in which to run the animation * @param {Function} [onAnimationEnd] function to be executed when the animation ended. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params. * @return {BABYLON.Animatable} the animatable object created for this animation * @see BABYLON.Animatable * @see http://doc.babylonjs.com/page.php?p=22081 */ Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) { if (speedRatio === void 0) { speedRatio = 1.0; } this.stopAnimation(target); if (!animatable) { animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd); } // Local animations if (target.animations) { animatable.appendAnimations(target, target.animations); } // Children animations if (target.getAnimatables) { var animatables = target.getAnimatables(); for (var index = 0; index < animatables.length; index++) { this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable); } } return animatable; }; Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) { if (speedRatio === undefined) { speedRatio = 1.0; } var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations); return animatable; }; Scene.prototype.getAnimatableByTarget = function (target) { for (var index = 0; index < this._activeAnimatables.length; index++) { if (this._activeAnimatables[index].target === target) { return this._activeAnimatables[index]; } } return null; }; /** * Will stop the animation of the given target * @param target - the target * @see beginAnimation */ Scene.prototype.stopAnimation = function (target) { var animatable = this.getAnimatableByTarget(target); if (animatable) { animatable.stop(); } }; Scene.prototype._animate = function () { if (!this.animationsEnabled) { return; } if (!this._animationStartDate) { this._animationStartDate = BABYLON.Tools.Now; } // Getting time var now = BABYLON.Tools.Now; var delay = now - this._animationStartDate; for (var index = 0; index < this._activeAnimatables.length; index++) { this._activeAnimatables[index]._animate(delay); } }; // Matrix Scene.prototype.getViewMatrix = function () { return this._viewMatrix; }; Scene.prototype.getProjectionMatrix = function () { return this._projectionMatrix; }; Scene.prototype.getTransformMatrix = function () { return this._transformMatrix; }; Scene.prototype.setTransformMatrix = function (view, projection) { this._viewMatrix = view; this._projectionMatrix = projection; this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix); }; // Methods Scene.prototype.addMesh = function (newMesh) { newMesh.uniqueId = this._uniqueIdCounter++; var position = this.meshes.push(newMesh); //notify the collision coordinator this.collisionCoordinator.onMeshAdded(newMesh); if (this.onNewMeshAdded) { this.onNewMeshAdded(newMesh, position, this); } }; Scene.prototype.removeMesh = function (toRemove) { var index = this.meshes.indexOf(toRemove); if (index !== -1) { // Remove from the scene if mesh found this.meshes.splice(index, 1); } //notify the collision coordinator this.collisionCoordinator.onMeshRemoved(toRemove); if (this.onMeshRemoved) { this.onMeshRemoved(toRemove); } return index; }; Scene.prototype.removeSkeleton = function (toRemove) { var index = this.skeletons.indexOf(toRemove); if (index !== -1) { // Remove from the scene if mesh found this.skeletons.splice(index, 1); } return index; }; Scene.prototype.removeLight = function (toRemove) { var index = this.lights.indexOf(toRemove); if (index !== -1) { // Remove from the scene if mesh found this.lights.splice(index, 1); } if (this.onLightRemoved) { this.onLightRemoved(toRemove); } return index; }; Scene.prototype.removeCamera = function (toRemove) { var index = this.cameras.indexOf(toRemove); if (index !== -1) { // Remove from the scene if mesh found this.cameras.splice(index, 1); } // Remove from activeCameras var index2 = this.activeCameras.indexOf(toRemove); if (index2 !== -1) { // Remove from the scene if mesh found this.activeCameras.splice(index2, 1); } // Reset the activeCamera if (this.activeCamera === toRemove) { if (this.cameras.length > 0) { this.activeCamera = this.cameras[0]; } else { this.activeCamera = null; } } if (this.onCameraRemoved) { this.onCameraRemoved(toRemove); } return index; }; Scene.prototype.addLight = function (newLight) { newLight.uniqueId = this._uniqueIdCounter++; var position = this.lights.push(newLight); if (this.onNewLightAdded) { this.onNewLightAdded(newLight, position, this); } }; Scene.prototype.addCamera = function (newCamera) { newCamera.uniqueId = this._uniqueIdCounter++; var position = this.cameras.push(newCamera); if (this.onNewCameraAdded) { this.onNewCameraAdded(newCamera, position, this); } }; /** * sets the active camera of the scene using its ID * @param {string} id - the camera's ID * @return {BABYLON.Camera|null} the new active camera or null if none found. * @see activeCamera */ Scene.prototype.setActiveCameraByID = function (id) { var camera = this.getCameraByID(id); if (camera) { this.activeCamera = camera; return camera; } return null; }; /** * sets the active camera of the scene using its name * @param {string} name - the camera's name * @return {BABYLON.Camera|null} the new active camera or null if none found. * @see activeCamera */ Scene.prototype.setActiveCameraByName = function (name) { var camera = this.getCameraByName(name); if (camera) { this.activeCamera = camera; return camera; } return null; }; /** * get a material using its id * @param {string} the material's ID * @return {BABYLON.Material|null} the material or null if none found. */ Scene.prototype.getMaterialByID = function (id) { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].id === id) { return this.materials[index]; } } return null; }; /** * get a material using its name * @param {string} the material's name * @return {BABYLON.Material|null} the material or null if none found. */ Scene.prototype.getMaterialByName = function (name) { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].name === name) { return this.materials[index]; } } return null; }; Scene.prototype.getLensFlareSystemByName = function (name) { for (var index = 0; index < this.lensFlareSystems.length; index++) { if (this.lensFlareSystems[index].name === name) { return this.lensFlareSystems[index]; } } return null; }; Scene.prototype.getCameraByID = function (id) { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].id === id) { return this.cameras[index]; } } return null; }; Scene.prototype.getCameraByUniqueID = function (uniqueId) { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].uniqueId === uniqueId) { return this.cameras[index]; } } return null; }; /** * get a camera using its name * @param {string} the camera's name * @return {BABYLON.Camera|null} the camera or null if none found. */ Scene.prototype.getCameraByName = function (name) { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].name === name) { return this.cameras[index]; } } return null; }; /** * get a light node using its name * @param {string} the light's name * @return {BABYLON.Light|null} the light or null if none found. */ Scene.prototype.getLightByName = function (name) { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].name === name) { return this.lights[index]; } } return null; }; /** * get a light node using its ID * @param {string} the light's id * @return {BABYLON.Light|null} the light or null if none found. */ Scene.prototype.getLightByID = function (id) { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].id === id) { return this.lights[index]; } } return null; }; /** * get a light node using its scene-generated unique ID * @param {number} the light's unique id * @return {BABYLON.Light|null} the light or null if none found. */ Scene.prototype.getLightByUniqueID = function (uniqueId) { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].uniqueId === uniqueId) { return this.lights[index]; } } return null; }; /** * get a geometry using its ID * @param {string} the geometry's id * @return {BABYLON.Geometry|null} the geometry or null if none found. */ Scene.prototype.getGeometryByID = function (id) { for (var index = 0; index < this._geometries.length; index++) { if (this._geometries[index].id === id) { return this._geometries[index]; } } return null; }; /** * add a new geometry to this scene. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists * @return {boolean} was the geometry added or not */ Scene.prototype.pushGeometry = function (geometry, force) { if (!force && this.getGeometryByID(geometry.id)) { return false; } this._geometries.push(geometry); //notify the collision coordinator this.collisionCoordinator.onGeometryAdded(geometry); if (this.onGeometryAdded) { this.onGeometryAdded(geometry); } return true; }; /** * Removes an existing geometry * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene. * @return {boolean} was the geometry removed or not */ Scene.prototype.removeGeometry = function (geometry) { var index = this._geometries.indexOf(geometry); if (index > -1) { this._geometries.splice(index, 1); //notify the collision coordinator this.collisionCoordinator.onGeometryDeleted(geometry); if (this.onGeometryRemoved) { this.onGeometryRemoved(geometry); } return true; } return false; }; Scene.prototype.getGeometries = function () { return this._geometries; }; /** * Get the first added mesh found of a given ID * @param {string} id - the id to search for * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. */ Scene.prototype.getMeshByID = function (id) { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; }; /** * Get a mesh with its auto-generated unique id * @param {number} uniqueId - the unique id to search for * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. */ Scene.prototype.getMeshByUniqueID = function (uniqueId) { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].uniqueId === uniqueId) { return this.meshes[index]; } } return null; }; /** * Get a the last added mesh found of a given ID * @param {string} id - the id to search for * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. */ Scene.prototype.getLastMeshByID = function (id) { for (var index = this.meshes.length - 1; index >= 0; index--) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; }; /** * Get a the last added node (Mesh, Camera, Light) found of a given ID * @param {string} id - the id to search for * @return {BABYLON.Node|null} the node found or null if not found at all. */ Scene.prototype.getLastEntryByID = function (id) { var index; for (index = this.meshes.length - 1; index >= 0; index--) { if (this.meshes[index].id === id) { return this.meshes[index]; } } for (index = this.cameras.length - 1; index >= 0; index--) { if (this.cameras[index].id === id) { return this.cameras[index]; } } for (index = this.lights.length - 1; index >= 0; index--) { if (this.lights[index].id === id) { return this.lights[index]; } } return null; }; Scene.prototype.getNodeByID = function (id) { var mesh = this.getMeshByID(id); if (mesh) { return mesh; } var light = this.getLightByID(id); if (light) { return light; } return this.getCameraByID(id); }; Scene.prototype.getNodeByName = function (name) { var mesh = this.getMeshByName(name); if (mesh) { return mesh; } var light = this.getLightByName(name); if (light) { return light; } return this.getCameraByName(name); }; Scene.prototype.getMeshByName = function (name) { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].name === name) { return this.meshes[index]; } } return null; }; Scene.prototype.getSoundByName = function (name) { var index; if (BABYLON.AudioEngine) { for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } } return null; }; Scene.prototype.getLastSkeletonByID = function (id) { for (var index = this.skeletons.length - 1; index >= 0; index--) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; }; Scene.prototype.getSkeletonById = function (id) { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; }; Scene.prototype.getSkeletonByName = function (name) { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].name === name) { return this.skeletons[index]; } } return null; }; Scene.prototype.isActiveMesh = function (mesh) { return (this._activeMeshes.indexOf(mesh) !== -1); }; Scene.prototype._evaluateSubMesh = function (subMesh, mesh) { if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) { var material = subMesh.getMaterial(); if (mesh.showSubMeshesBoundingBox) { this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox); } if (material) { // Render targets if (material.getRenderTargetTextures) { if (this._processedMaterials.indexOf(material) === -1) { this._processedMaterials.push(material); this._renderTargets.concat(material.getRenderTargetTextures()); } } // Dispatch this._activeIndices += subMesh.indexCount; this._renderingManager.dispatch(subMesh); } } }; Scene.prototype._evaluateActiveMeshes = function () { this.activeCamera._activeMeshes.reset(); this._activeMeshes.reset(); this._renderingManager.reset(); this._processedMaterials.reset(); this._activeParticleSystems.reset(); this._activeSkeletons.reset(); this._softwareSkinnedMeshes.reset(); this._boundingBoxRenderer.reset(); this._edgesRenderers.reset(); if (!this._frustumPlanes) { this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix); } else { BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes); } // Meshes var meshes; var len; if (this._selectionOctree) { var selection = this._selectionOctree.select(this._frustumPlanes); meshes = selection.data; len = selection.length; } else { len = this.meshes.length; meshes = this.meshes; } for (var meshIndex = 0; meshIndex < len; meshIndex++) { var mesh = meshes[meshIndex]; if (mesh.isBlocked) { continue; } this._totalVertices += mesh.getTotalVertices(); if (!mesh.isReady() || !mesh.isEnabled()) { continue; } mesh.computeWorldMatrix(); // Intersections if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) { this._meshesForIntersections.pushNoDuplicate(mesh); } // Switch to current LOD var meshLOD = mesh.getLOD(this.activeCamera); if (!meshLOD) { continue; } mesh._preActivate(); if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) { this._activeMeshes.push(mesh); this.activeCamera._activeMeshes.push(mesh); mesh._activate(this._renderId); this._activeMesh(meshLOD); } } // Particle systems var beforeParticlesDate = BABYLON.Tools.Now; if (this.particlesEnabled) { BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0); for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) { var particleSystem = this.particleSystems[particleIndex]; if (!particleSystem.isStarted()) { continue; } if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) { this._activeParticleSystems.push(particleSystem); particleSystem.animate(); } } BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0); } this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate; }; Scene.prototype._activeMesh = function (mesh) { if (mesh.skeleton && this.skeletonsEnabled) { this._activeSkeletons.pushNoDuplicate(mesh.skeleton); if (!mesh.computeBonesUsingShaders) { this._softwareSkinnedMeshes.pushNoDuplicate(mesh); } } if (mesh.showBoundingBox || this.forceShowBoundingBoxes) { this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox); } if (mesh._edgesRenderer) { this._edgesRenderers.push(mesh._edgesRenderer); } if (mesh && mesh.subMeshes) { // Submeshes Octrees var len; var subMeshes; if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) { var intersections = mesh._submeshesOctree.select(this._frustumPlanes); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = mesh.subMeshes; len = subMeshes.length; } for (var subIndex = 0; subIndex < len; subIndex++) { var subMesh = subMeshes[subIndex]; this._evaluateSubMesh(subMesh, mesh); } } }; Scene.prototype.updateTransformMatrix = function (force) { this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force)); }; Scene.prototype._renderForCamera = function (camera) { var engine = this._engine; this.activeCamera = camera; if (!this.activeCamera) throw new Error("Active camera not set"); BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name); // Viewport engine.setViewport(this.activeCamera.viewport); // Camera this.resetCachedMaterial(); this._renderId++; this.updateTransformMatrix(); if (this.beforeCameraRender) { this.beforeCameraRender(this.activeCamera); } // Meshes var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now; BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation"); this._evaluateActiveMeshes(); this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate; BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation"); // Skeletons for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) { var skeleton = this._activeSkeletons.data[skeletonIndex]; skeleton.prepare(); } // Software skinning for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) { var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex]; mesh.applySkeleton(mesh.skeleton); } // Render targets var beforeRenderTargetDate = BABYLON.Tools.Now; if (this.renderTargetsEnabled) { BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0); for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) { var renderTarget = this._renderTargets.data[renderIndex]; if (renderTarget._shouldRender()) { this._renderId++; var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera; renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets); } } BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0); this._renderId++; } if (this._renderTargets.length > 0) { engine.restoreDefaultFramebuffer(); } this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate; // Prepare Frame this.postProcessManager._prepareFrame(); var beforeRenderDate = BABYLON.Tools.Now; // Backgrounds var layerIndex; var layer; if (this.layers.length) { engine.setDepthBuffer(false); for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) { layer = this.layers[layerIndex]; if (layer.isBackground) { layer.render(); } } engine.setDepthBuffer(true); } // Render BABYLON.Tools.StartPerformanceCounter("Main render"); this._renderingManager.render(null, null, true, true); BABYLON.Tools.EndPerformanceCounter("Main render"); // Bounding boxes this._boundingBoxRenderer.render(); // Edges for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) { this._edgesRenderers.data[edgesRendererIndex].render(); } // Lens flares if (this.lensFlaresEnabled) { BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0); for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) { var lensFlareSystem = this.lensFlareSystems[lensFlareSystemIndex]; if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) { lensFlareSystem.render(); } } BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0); } // Foregrounds if (this.layers.length) { engine.setDepthBuffer(false); for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) { layer = this.layers[layerIndex]; if (!layer.isBackground) { layer.render(); } } engine.setDepthBuffer(true); } this._renderDuration += BABYLON.Tools.Now - beforeRenderDate; // Finalize frame this.postProcessManager._finalizeFrame(camera.isIntermediate); // Update camera this.activeCamera._updateFromScene(); // Reset some special arrays this._renderTargets.reset(); if (this.afterCameraRender) { this.afterCameraRender(this.activeCamera); } BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name); }; Scene.prototype._processSubCameras = function (camera) { if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) { this._renderForCamera(camera); return; } // rig cameras for (var index = 0; index < camera._rigCameras.length; index++) { this._renderForCamera(camera._rigCameras[index]); } this.activeCamera = camera; this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix()); // Update camera this.activeCamera._updateFromScene(); }; Scene.prototype._checkIntersections = function () { for (var index = 0; index < this._meshesForIntersections.length; index++) { var sourceMesh = this._meshesForIntersections.data[index]; for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) { var action = sourceMesh.actionManager.actions[actionIndex]; if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) { var parameters = action.getTriggerParameter(); var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh; var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection); var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh); if (areIntersecting && currentIntersectionInProgress === -1) { if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) { action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, null, otherMesh)); sourceMesh._intersectionsInProgress.push(otherMesh); } else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) { sourceMesh._intersectionsInProgress.push(otherMesh); } } else if (!areIntersecting && currentIntersectionInProgress > -1) { //They intersected, and now they don't. //is this trigger an exit trigger? execute an event. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) { action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, null, otherMesh)); } //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) { sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1); } } } } } }; Scene.prototype.render = function () { var startDate = BABYLON.Tools.Now; this._particlesDuration = 0; this._spritesDuration = 0; this._activeParticles = 0; this._renderDuration = 0; this._renderTargetsDuration = 0; this._evaluateActiveMeshesDuration = 0; this._totalVertices = 0; this._activeIndices = 0; this._activeBones = 0; this.getEngine().resetDrawCalls(); this._meshesForIntersections.reset(); this.resetCachedMaterial(); BABYLON.Tools.StartPerformanceCounter("Scene rendering"); // Actions if (this.actionManager) { this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null); } //Simplification Queue if (this.simplificationQueue && !this.simplificationQueue.running) { this.simplificationQueue.executeNext(); } // Animations var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)); this._animationRatio = deltaTime * (60.0 / 1000.0); this._animate(); // Physics if (this._physicsEngine) { BABYLON.Tools.StartPerformanceCounter("Physics"); this._physicsEngine._runOneStep(deltaTime / 1000.0); BABYLON.Tools.EndPerformanceCounter("Physics"); } // Before render if (this.beforeRender) { this.beforeRender(); } var callbackIndex; for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](); } // Customs render targets var beforeRenderTargetDate = BABYLON.Tools.Now; var engine = this.getEngine(); var currentActiveCamera = this.activeCamera; if (this.renderTargetsEnabled) { BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0); for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) { var renderTarget = this.customRenderTargets[customIndex]; if (renderTarget._shouldRender()) { this._renderId++; this.activeCamera = renderTarget.activeCamera || this.activeCamera; if (!this.activeCamera) throw new Error("Active camera not set"); // Viewport engine.setViewport(this.activeCamera.viewport); // Camera this.updateTransformMatrix(); renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets); } } BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0); this._renderId++; } if (this.customRenderTargets.length > 0) { engine.restoreDefaultFramebuffer(); } this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate; this.activeCamera = currentActiveCamera; // Procedural textures if (this.proceduralTexturesEnabled) { BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0); for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) { var proceduralTexture = this._proceduralTextures[proceduralIndex]; if (proceduralTexture._shouldRender()) { proceduralTexture.render(); } } BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0); } // Clear this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true); // Shadows if (this.shadowsEnabled) { for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) { var light = this.lights[lightIndex]; var shadowGenerator = light.getShadowGenerator(); if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) { this._renderTargets.push(shadowGenerator.getShadowMap()); } } } // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } // RenderPipeline this.postProcessRenderPipelineManager.update(); // Multi-cameras? if (this.activeCameras.length > 0) { var currentRenderId = this._renderId; for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) { this._renderId = currentRenderId; this._processSubCameras(this.activeCameras[cameraIndex]); } } else { if (!this.activeCamera) { throw new Error("No camera defined"); } this._processSubCameras(this.activeCamera); } // Intersection checks this._checkIntersections(); // Update the audio listener attached to the camera if (BABYLON.AudioEngine) { this._updateAudioParameters(); } // After render if (this.afterRender) { this.afterRender(); } for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) { this._onAfterRenderCallbacks[callbackIndex](); } // Cleaning for (var index = 0; index < this._toBeDisposed.length; index++) { this._toBeDisposed.data[index].dispose(); this._toBeDisposed[index] = null; } this._toBeDisposed.reset(); if (this.dumpNextRenderTargets) { this.dumpNextRenderTargets = false; } BABYLON.Tools.EndPerformanceCounter("Scene rendering"); this._lastFrameDuration = BABYLON.Tools.Now - startDate; }; Scene.prototype._updateAudioParameters = function () { if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 1)) { return; } var listeningCamera; var audioEngine = BABYLON.Engine.audioEngine; if (this.activeCameras.length > 0) { listeningCamera = this.activeCameras[0]; } else { listeningCamera = this.activeCamera; } if (listeningCamera && audioEngine.canUseWebAudio) { audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z); var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix()); var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat); cameraDirection.normalize(); audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0); var i; for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) { var sound = this.mainSoundTrack.soundCollection[i]; if (sound.useCustomAttenuation) { sound.updateDistanceFromListener(); } } for (i = 0; i < this.soundTracks.length; i++) { for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) { sound = this.soundTracks[i].soundCollection[j]; if (sound.useCustomAttenuation) { sound.updateDistanceFromListener(); } } } } }; Object.defineProperty(Scene.prototype, "audioEnabled", { // Audio get: function () { return this._audioEnabled; }, set: function (value) { this._audioEnabled = value; if (BABYLON.AudioEngine) { if (this._audioEnabled) { this._enableAudio(); } else { this._disableAudio(); } } }, enumerable: true, configurable: true }); Scene.prototype._disableAudio = function () { var i; for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) { this.mainSoundTrack.soundCollection[i].pause(); } for (i = 0; i < this.soundTracks.length; i++) { for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) { this.soundTracks[i].soundCollection[j].pause(); } } }; Scene.prototype._enableAudio = function () { var i; for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) { if (this.mainSoundTrack.soundCollection[i].isPaused) { this.mainSoundTrack.soundCollection[i].play(); } } for (i = 0; i < this.soundTracks.length; i++) { for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) { if (this.soundTracks[i].soundCollection[j].isPaused) { this.soundTracks[i].soundCollection[j].play(); } } } }; Object.defineProperty(Scene.prototype, "headphone", { get: function () { return this._headphone; }, set: function (value) { this._headphone = value; if (BABYLON.AudioEngine) { if (this._headphone) { this._switchAudioModeForHeadphones(); } else { this._switchAudioModeForNormalSpeakers(); } } }, enumerable: true, configurable: true }); Scene.prototype._switchAudioModeForHeadphones = function () { this.mainSoundTrack.switchPanningModelToHRTF(); for (var i = 0; i < this.soundTracks.length; i++) { this.soundTracks[i].switchPanningModelToHRTF(); } }; Scene.prototype._switchAudioModeForNormalSpeakers = function () { this.mainSoundTrack.switchPanningModelToEqualPower(); for (var i = 0; i < this.soundTracks.length; i++) { this.soundTracks[i].switchPanningModelToEqualPower(); } }; Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; Scene.prototype.dispose = function () { this.beforeRender = null; this.afterRender = null; this.skeletons = []; this._boundingBoxRenderer.dispose(); if (this._depthRenderer) { this._depthRenderer.dispose(); } // Debug layer this.debugLayer.hide(); // Events if (this.onDispose) { this.onDispose(); } this._onBeforeRenderCallbacks = []; this._onAfterRenderCallbacks = []; this.detachControl(); // Release sounds & sounds tracks if (BABYLON.AudioEngine) { this.disposeSounds(); } // Detach cameras var canvas = this._engine.getRenderingCanvas(); var index; for (index = 0; index < this.cameras.length; index++) { this.cameras[index].detachControl(canvas); } // Release lights while (this.lights.length) { this.lights[0].dispose(); } // Release meshes while (this.meshes.length) { this.meshes[0].dispose(true); } // Release cameras while (this.cameras.length) { this.cameras[0].dispose(); } // Release materials while (this.materials.length) { this.materials[0].dispose(); } // Release particles while (this.particleSystems.length) { this.particleSystems[0].dispose(); } // Release sprites while (this.spriteManagers.length) { this.spriteManagers[0].dispose(); } // Release layers while (this.layers.length) { this.layers[0].dispose(); } // Release textures while (this.textures.length) { this.textures[0].dispose(); } // Post-processes this.postProcessManager.dispose(); // Physics if (this._physicsEngine) { this.disablePhysicsEngine(); } // Remove from engine index = this._engine.scenes.indexOf(this); if (index > -1) { this._engine.scenes.splice(index, 1); } this._engine.wipeCaches(); }; // Release sounds & sounds tracks Scene.prototype.disposeSounds = function () { this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } }; // Octrees Scene.prototype.getWorldExtends = function () { var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); for (var index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; mesh.computeWorldMatrix(true); var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld; var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld; BABYLON.Tools.CheckExtends(minBox, min, max); BABYLON.Tools.CheckExtends(maxBox, min, max); } return { min: min, max: max }; }; Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) { if (maxCapacity === void 0) { maxCapacity = 64; } if (maxDepth === void 0) { maxDepth = 2; } if (!this._selectionOctree) { this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth); } var worldExtends = this.getWorldExtends(); // Update octree this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes); return this._selectionOctree; }; // Picking Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) { if (cameraViewSpace === void 0) { cameraViewSpace = false; } var engine = this._engine; if (!camera) { if (!this.activeCamera) throw new Error("Active camera not set"); camera = this.activeCamera; } var cameraViewport = camera.viewport; var viewport = cameraViewport.toGlobal(engine); // Moving coordinates to local viewport world x = x / this._engine.getHardwareScalingLevel() - viewport.x; y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height); return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix()); // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix()); }; Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) { var engine = this._engine; if (!camera) { if (!this.activeCamera) throw new Error("Active camera not set"); camera = this.activeCamera; } var cameraViewport = camera.viewport; var viewport = cameraViewport.toGlobal(engine); var identity = BABYLON.Matrix.Identity(); // Moving coordinates to local viewport world x = x / this._engine.getHardwareScalingLevel() - viewport.x; y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height); return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix()); }; Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) { var pickingInfo = null; for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) { var mesh = this.meshes[meshIndex]; if (predicate) { if (!predicate(mesh)) { continue; } } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) { continue; } var world = mesh.getWorldMatrix(); var ray = rayFunction(world); var result = mesh.intersects(ray, fastCheck); if (!result || !result.hit) continue; if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) continue; pickingInfo = result; if (fastCheck) { break; } } return pickingInfo || new BABYLON.PickingInfo(); }; Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) { var pickingInfo = null; camera = camera || this.activeCamera; if (this.spriteManagers.length > 0) { for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) { var spriteManager = this.spriteManagers[spriteIndex]; if (!spriteManager.isPickable) { continue; } var result = spriteManager.intersects(ray, camera, predicate, fastCheck); if (!result || !result.hit) continue; if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) continue; pickingInfo = result; if (fastCheck) { break; } } } return pickingInfo || new BABYLON.PickingInfo(); }; Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) { var _this = this; /// Launch a ray to try to pick a mesh in the scene /// X position on screen /// Y position on screen /// Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true /// Launch a fast check only using the bounding boxes. Can be set to null. /// camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck); }; Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) { /// Launch a ray to try to pick a mesh in the scene /// X position on screen /// Y position on screen /// Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true /// Launch a fast check only using the bounding boxes. Can be set to null. /// camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used return this._internalPickSprites(this.createPickingRayInCameraSpace(x, y, camera), predicate, fastCheck, camera); }; Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) { var _this = this; return this._internalPick(function (world) { if (!_this._pickWithRayInverseMatrix) { _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity(); } world.invertToRef(_this._pickWithRayInverseMatrix); return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix); }, predicate, fastCheck); }; Scene.prototype.setPointerOverMesh = function (mesh) { if (this._pointerOverMesh === mesh) { return; } if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh)); } this._pointerOverMesh = mesh; if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh)); } }; Scene.prototype.getPointerOverMesh = function () { return this._pointerOverMesh; }; // Physics Scene.prototype.getPhysicsEngine = function () { return this._physicsEngine; }; /** * Enables physics to the current scene * @param {BABYLON.Vector3} [gravity] - the scene's gravity for the physics engine * @param {BABYLON.IPhysicsEnginePlugin} [plugin] - The physics engine to be used. defaults to OimoJS. * @return {boolean} was the physics engine initialized */ Scene.prototype.enablePhysics = function (gravity, plugin) { if (this._physicsEngine) { return true; } this._physicsEngine = new BABYLON.PhysicsEngine(plugin); if (!this._physicsEngine.isSupported()) { this._physicsEngine = null; return false; } this._physicsEngine._initialize(gravity); return true; }; Scene.prototype.disablePhysicsEngine = function () { if (!this._physicsEngine) { return; } this._physicsEngine.dispose(); this._physicsEngine = undefined; }; Scene.prototype.isPhysicsEnabled = function () { return this._physicsEngine !== undefined; }; /** * Sets the gravity of the physics engine (and NOT of the scene) * @param {BABYLON.Vector3} [gravity] - the new gravity to be used */ Scene.prototype.setGravity = function (gravity) { if (!this._physicsEngine) { return; } this._physicsEngine._setGravity(gravity); }; Scene.prototype.createCompoundImpostor = function (parts, options) { if (parts.parts) { options = parts; parts = parts.parts; } if (!this._physicsEngine) { return null; } for (var index = 0; index < parts.length; index++) { var mesh = parts[index].mesh; mesh._physicImpostor = parts[index].impostor; mesh._physicsMass = options.mass / parts.length; mesh._physicsFriction = options.friction; mesh._physicRestitution = options.restitution; } return this._physicsEngine._registerMeshesAsCompound(parts, options); }; Scene.prototype.deleteCompoundImpostor = function (compound) { for (var index = 0; index < compound.parts.length; index++) { var mesh = compound.parts[index].mesh; mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor; this._physicsEngine._unregisterMesh(mesh); } }; // Misc. Scene.prototype.createDefaultCameraOrLight = function () { // Light if (this.lights.length === 0) { new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this); } // Camera if (!this.activeCamera) { var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this); // Compute position var worldExtends = this.getWorldExtends(); var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5)); camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z)); camera.setTarget(worldCenter); this.activeCamera = camera; } }; // Tags Scene.prototype._getByTags = function (list, tagsQuery, forEach) { if (tagsQuery === undefined) { // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here) return list; } var listByTags = []; forEach = forEach || (function (item) { return; }); for (var i in list) { var item = list[i]; if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) { listByTags.push(item); forEach(item); } } return listByTags; }; Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) { return this._getByTags(this.meshes, tagsQuery, forEach); }; Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) { return this._getByTags(this.cameras, tagsQuery, forEach); }; Scene.prototype.getLightsByTags = function (tagsQuery, forEach) { return this._getByTags(this.lights, tagsQuery, forEach); }; Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) { return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach)); }; // Statics Scene._FOGMODE_NONE = 0; Scene._FOGMODE_EXP = 1; Scene._FOGMODE_EXP2 = 2; Scene._FOGMODE_LINEAR = 3; Scene.MinDeltaTime = 1.0; Scene.MaxDeltaTime = 1000.0; return Scene; })(); BABYLON.Scene = Scene; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VertexBuffer = (function () { function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) { if (engine instanceof BABYLON.Mesh) { this._engine = engine.getScene().getEngine(); } else { this._engine = engine; } this._updatable = updatable; this._data = data; if (!postponeInternalCreation) { this.create(); } this._kind = kind; if (stride) { this._strideSize = stride; return; } // Deduce stride from kind switch (kind) { case VertexBuffer.PositionKind: this._strideSize = 3; break; case VertexBuffer.NormalKind: this._strideSize = 3; break; case VertexBuffer.UVKind: case VertexBuffer.UV2Kind: case VertexBuffer.UV3Kind: case VertexBuffer.UV4Kind: case VertexBuffer.UV5Kind: case VertexBuffer.UV6Kind: this._strideSize = 2; break; case VertexBuffer.ColorKind: this._strideSize = 4; break; case VertexBuffer.MatricesIndicesKind: case VertexBuffer.MatricesIndicesExtraKind: this._strideSize = 4; break; case VertexBuffer.MatricesWeightsKind: case VertexBuffer.MatricesWeightsExtraKind: this._strideSize = 4; break; } } // Properties VertexBuffer.prototype.isUpdatable = function () { return this._updatable; }; VertexBuffer.prototype.getData = function () { return this._data; }; VertexBuffer.prototype.getBuffer = function () { return this._buffer; }; VertexBuffer.prototype.getStrideSize = function () { return this._strideSize; }; // Methods VertexBuffer.prototype.create = function (data) { if (!data && this._buffer) { return; // nothing to do } data = data || this._data; if (!this._buffer) { if (this._updatable) { this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4); } else { this._buffer = this._engine.createVertexBuffer(data); } } if (this._updatable) { this._engine.updateDynamicVertexBuffer(this._buffer, data); this._data = data; } }; VertexBuffer.prototype.update = function (data) { this.create(data); }; VertexBuffer.prototype.updateDirectly = function (data, offset) { if (!this._buffer) { return; } if (this._updatable) { this._engine.updateDynamicVertexBuffer(this._buffer, data, offset); this._data = null; } }; VertexBuffer.prototype.dispose = function () { if (!this._buffer) { return; } if (this._engine._releaseBuffer(this._buffer)) { this._buffer = null; } }; Object.defineProperty(VertexBuffer, "PositionKind", { get: function () { return VertexBuffer._PositionKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "NormalKind", { get: function () { return VertexBuffer._NormalKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UVKind", { get: function () { return VertexBuffer._UVKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UV2Kind", { get: function () { return VertexBuffer._UV2Kind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UV3Kind", { get: function () { return VertexBuffer._UV3Kind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UV4Kind", { get: function () { return VertexBuffer._UV4Kind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UV5Kind", { get: function () { return VertexBuffer._UV5Kind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "UV6Kind", { get: function () { return VertexBuffer._UV6Kind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "ColorKind", { get: function () { return VertexBuffer._ColorKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "MatricesIndicesKind", { get: function () { return VertexBuffer._MatricesIndicesKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "MatricesWeightsKind", { get: function () { return VertexBuffer._MatricesWeightsKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "MatricesIndicesExtraKind", { get: function () { return VertexBuffer._MatricesIndicesExtraKind; }, enumerable: true, configurable: true }); Object.defineProperty(VertexBuffer, "MatricesWeightsExtraKind", { get: function () { return VertexBuffer._MatricesWeightsExtraKind; }, enumerable: true, configurable: true }); // Enums VertexBuffer._PositionKind = "position"; VertexBuffer._NormalKind = "normal"; VertexBuffer._UVKind = "uv"; VertexBuffer._UV2Kind = "uv2"; VertexBuffer._UV3Kind = "uv3"; VertexBuffer._UV4Kind = "uv4"; VertexBuffer._UV5Kind = "uv5"; VertexBuffer._UV6Kind = "uv6"; VertexBuffer._ColorKind = "color"; VertexBuffer._MatricesIndicesKind = "matricesIndices"; VertexBuffer._MatricesWeightsKind = "matricesWeights"; VertexBuffer._MatricesIndicesExtraKind = "matricesIndicesExtra"; VertexBuffer._MatricesWeightsExtraKind = "matricesWeightsExtra"; return VertexBuffer; })(); BABYLON.VertexBuffer = VertexBuffer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { /** * Creates an instance based on a source mesh. */ var InstancedMesh = (function (_super) { __extends(InstancedMesh, _super); function InstancedMesh(name, source) { _super.call(this, name, source.getScene()); source.instances.push(this); this._sourceMesh = source; this.position.copyFrom(source.position); this.rotation.copyFrom(source.rotation); this.scaling.copyFrom(source.scaling); if (source.rotationQuaternion) { this.rotationQuaternion = source.rotationQuaternion.clone(); } this.infiniteDistance = source.infiniteDistance; this.setPivotMatrix(source.getPivotMatrix()); this.refreshBoundingInfo(); this._syncSubMeshes(); } Object.defineProperty(InstancedMesh.prototype, "receiveShadows", { // Methods get: function () { return this._sourceMesh.receiveShadows; }, enumerable: true, configurable: true }); Object.defineProperty(InstancedMesh.prototype, "material", { get: function () { return this._sourceMesh.material; }, enumerable: true, configurable: true }); Object.defineProperty(InstancedMesh.prototype, "visibility", { get: function () { return this._sourceMesh.visibility; }, enumerable: true, configurable: true }); Object.defineProperty(InstancedMesh.prototype, "skeleton", { get: function () { return this._sourceMesh.skeleton; }, enumerable: true, configurable: true }); InstancedMesh.prototype.getTotalVertices = function () { return this._sourceMesh.getTotalVertices(); }; Object.defineProperty(InstancedMesh.prototype, "sourceMesh", { get: function () { return this._sourceMesh; }, enumerable: true, configurable: true }); InstancedMesh.prototype.getVerticesData = function (kind) { return this._sourceMesh.getVerticesData(kind); }; InstancedMesh.prototype.isVerticesDataPresent = function (kind) { return this._sourceMesh.isVerticesDataPresent(kind); }; InstancedMesh.prototype.getIndices = function () { return this._sourceMesh.getIndices(); }; Object.defineProperty(InstancedMesh.prototype, "_positions", { get: function () { return this._sourceMesh._positions; }, enumerable: true, configurable: true }); InstancedMesh.prototype.refreshBoundingInfo = function () { var meshBB = this._sourceMesh.getBoundingInfo(); this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone()); this._updateBoundingInfo(); }; InstancedMesh.prototype._preActivate = function () { if (this._currentLOD) { this._currentLOD._preActivate(); } }; InstancedMesh.prototype._activate = function (renderId) { if (this._currentLOD) { this._currentLOD._registerInstanceForRenderId(this, renderId); } }; InstancedMesh.prototype.getLOD = function (camera) { this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere); if (this._currentLOD === this.sourceMesh) { return this; } return this._currentLOD; }; InstancedMesh.prototype._syncSubMeshes = function () { this.releaseSubMeshes(); if (this._sourceMesh.subMeshes) { for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) { this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh); } } }; InstancedMesh.prototype._generatePointsArray = function () { return this._sourceMesh._generatePointsArray(); }; // Clone InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) { var result = this._sourceMesh.createInstance(name); // Deep copy BABYLON.Tools.DeepCopy(this, result, ["name"], []); // Bounding info this.refreshBoundingInfo(); // Parent if (newParent) { result.parent = newParent; } if (!doNotCloneChildren) { // Children for (var index = 0; index < this.getScene().meshes.length; index++) { var mesh = this.getScene().meshes[index]; if (mesh.parent === this) { mesh.clone(mesh.name, result); } } } result.computeWorldMatrix(true); return result; }; // Dispoe InstancedMesh.prototype.dispose = function (doNotRecurse) { // Remove from mesh var index = this._sourceMesh.instances.indexOf(this); this._sourceMesh.instances.splice(index, 1); _super.prototype.dispose.call(this, doNotRecurse); }; return InstancedMesh; })(BABYLON.AbstractMesh); BABYLON.InstancedMesh = InstancedMesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var _InstancesBatch = (function () { function _InstancesBatch() { this.mustReturn = false; this.visibleInstances = new Array(); this.renderSelf = new Array(); } return _InstancesBatch; })(); BABYLON._InstancesBatch = _InstancesBatch; var Mesh = (function (_super) { __extends(Mesh, _super); /** * @constructor * @param {string} name - The value used by scene.getMeshByName() to do a lookup. * @param {Scene} scene - The scene to add this mesh to. * @param {Node} parent - The parent of this mesh, if it has one * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False. * When false, achieved by calling a clone(), also passing False. * This will make creation of children, recursive. */ function Mesh(name, scene, parent, source, doNotCloneChildren) { if (parent === void 0) { parent = null; } _super.call(this, name, scene); // Members this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE; this.instances = new Array(); this._LODLevels = new Array(); this._onBeforeRenderCallbacks = new Array(); this._onAfterRenderCallbacks = new Array(); this._visibleInstances = {}; this._renderIdForInstances = new Array(); this._batchCache = new _InstancesBatch(); this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances this._sideOrientation = Mesh._DEFAULTSIDE; this._areNormalsFrozen = false; // Will be used by ribbons mainly if (source) { // Geometry if (source._geometry) { source._geometry.applyToMesh(this); } // Deep copy BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []); this.id = name + "." + source.id; // Material this.material = source.material; var index; if (!doNotCloneChildren) { // Children for (index = 0; index < scene.meshes.length; index++) { var mesh = scene.meshes[index]; if (mesh.parent === source) { // doNotCloneChildren is always going to be False var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren); } } } // Particles for (index = 0; index < scene.particleSystems.length; index++) { var system = scene.particleSystems[index]; if (system.emitter === source) { system.clone(system.name, this); } } this.computeWorldMatrix(true); } // Parent if (parent !== null) { this.parent = parent; } } Object.defineProperty(Mesh, "FRONTSIDE", { get: function () { return Mesh._FRONTSIDE; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "BACKSIDE", { get: function () { return Mesh._BACKSIDE; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "DOUBLESIDE", { get: function () { return Mesh._DOUBLESIDE; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "DEFAULTSIDE", { get: function () { return Mesh._DEFAULTSIDE; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "NO_CAP", { get: function () { return Mesh._NO_CAP; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "CAP_START", { get: function () { return Mesh._CAP_START; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "CAP_END", { get: function () { return Mesh._CAP_END; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh, "CAP_ALL", { get: function () { return Mesh._CAP_ALL; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh.prototype, "hasLODLevels", { // Methods get: function () { return this._LODLevels.length > 0; }, enumerable: true, configurable: true }); Mesh.prototype._sortLODLevels = function () { this._LODLevels.sort(function (a, b) { if (a.distance < b.distance) { return 1; } if (a.distance > b.distance) { return -1; } return 0; }); }; /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ Mesh.prototype.addLODLevel = function (distance, mesh) { if (mesh && mesh._masterMesh) { BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice"); return this; } var level = new BABYLON.Internals.MeshLODLevel(distance, mesh); this._LODLevels.push(level); if (mesh) { mesh._masterMesh = this; } this._sortLODLevels(); return this; }; Mesh.prototype.getLODLevelAtDistance = function (distance) { for (var index = 0; index < this._LODLevels.length; index++) { var level = this._LODLevels[index]; if (level.distance === distance) { return level.mesh; } } return null; }; /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ Mesh.prototype.removeLODLevel = function (mesh) { for (var index = 0; index < this._LODLevels.length; index++) { if (this._LODLevels[index].mesh === mesh) { this._LODLevels.splice(index, 1); if (mesh) { mesh._masterMesh = null; } } } this._sortLODLevels(); return this; }; Mesh.prototype.getLOD = function (camera, boundingSphere) { if (!this._LODLevels || this._LODLevels.length === 0) { return this; } var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length(); if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) { if (this.onLODLevelSelection) { this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh); } return this; } for (var index = 0; index < this._LODLevels.length; index++) { var level = this._LODLevels[index]; if (level.distance < distanceToCamera) { if (level.mesh) { level.mesh._preActivate(); level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache); } if (this.onLODLevelSelection) { this.onLODLevelSelection(distanceToCamera, this, level.mesh); } return level.mesh; } } if (this.onLODLevelSelection) { this.onLODLevelSelection(distanceToCamera, this, this); } return this; }; Object.defineProperty(Mesh.prototype, "geometry", { get: function () { return this._geometry; }, enumerable: true, configurable: true }); Mesh.prototype.getTotalVertices = function () { if (!this._geometry) { return 0; } return this._geometry.getTotalVertices(); }; Mesh.prototype.getVerticesData = function (kind, copyWhenShared) { if (!this._geometry) { return null; } return this._geometry.getVerticesData(kind, copyWhenShared); }; Mesh.prototype.getVertexBuffer = function (kind) { if (!this._geometry) { return undefined; } return this._geometry.getVertexBuffer(kind); }; Mesh.prototype.isVerticesDataPresent = function (kind) { if (!this._geometry) { if (this._delayInfo) { return this._delayInfo.indexOf(kind) !== -1; } return false; } return this._geometry.isVerticesDataPresent(kind); }; Mesh.prototype.getVerticesDataKinds = function () { if (!this._geometry) { var result = []; if (this._delayInfo) { for (var kind in this._delayInfo) { result.push(kind); } } return result; } return this._geometry.getVerticesDataKinds(); }; Mesh.prototype.getTotalIndices = function () { if (!this._geometry) { return 0; } return this._geometry.getTotalIndices(); }; Mesh.prototype.getIndices = function (copyWhenShared) { if (!this._geometry) { return []; } return this._geometry.getIndices(copyWhenShared); }; Object.defineProperty(Mesh.prototype, "isBlocked", { get: function () { return this._masterMesh !== null && this._masterMesh !== undefined; }, enumerable: true, configurable: true }); Mesh.prototype.isReady = function () { if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } return _super.prototype.isReady.call(this); }; Mesh.prototype.isDisposed = function () { return this._isDisposed; }; Object.defineProperty(Mesh.prototype, "sideOrientation", { get: function () { return this._sideOrientation; }, set: function (sideO) { this._sideOrientation = sideO; }, enumerable: true, configurable: true }); Object.defineProperty(Mesh.prototype, "areNormalsFrozen", { get: function () { return this._areNormalsFrozen; }, enumerable: true, configurable: true }); /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */ Mesh.prototype.freezeNormals = function () { this._areNormalsFrozen = true; }; /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */ Mesh.prototype.unfreezeNormals = function () { this._areNormalsFrozen = false; }; // Methods Mesh.prototype._preActivate = function () { var sceneRenderId = this.getScene().getRenderId(); if (this._preActivateId === sceneRenderId) { return; } this._preActivateId = sceneRenderId; this._visibleInstances = null; }; Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) { if (!this._visibleInstances) { this._visibleInstances = {}; this._visibleInstances.defaultRenderId = renderId; this._visibleInstances.selfDefaultRenderId = this._renderId; } if (!this._visibleInstances[renderId]) { this._visibleInstances[renderId] = new Array(); } this._visibleInstances[renderId].push(instance); }; Mesh.prototype.refreshBoundingInfo = function () { var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); if (data) { var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices()); this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum); } if (this.subMeshes) { for (var index = 0; index < this.subMeshes.length; index++) { this.subMeshes[index].refreshBoundingInfo(); } } this._updateBoundingInfo(); }; Mesh.prototype._createGlobalSubMesh = function () { var totalVertices = this.getTotalVertices(); if (!totalVertices || !this.getIndices()) { return null; } this.releaseSubMeshes(); return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this); }; Mesh.prototype.subdivide = function (count) { if (count < 1) { return; } var totalIndices = this.getTotalIndices(); var subdivisionSize = (totalIndices / count) | 0; var offset = 0; // Ensure that subdivisionSize is a multiple of 3 while (subdivisionSize % 3 !== 0) { subdivisionSize++; } this.releaseSubMeshes(); for (var index = 0; index < count; index++) { if (offset >= totalIndices) { break; } BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this); offset += subdivisionSize; } this.synchronizeInstances(); }; Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) { if (!this._geometry) { var vertexData = new BABYLON.VertexData(); vertexData.set(data, kind); var scene = this.getScene(); new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this); } else { this._geometry.setVerticesData(kind, data, updatable, stride); } }; Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) { if (!this._geometry) { return; } if (!makeItUnique) { this._geometry.updateVerticesData(kind, data, updateExtends); } else { this.makeGeometryUnique(); this.updateVerticesData(kind, data, updateExtends, false); } }; Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) { BABYLON.Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3."); if (!this._geometry) { return; } if (!makeItUnique) { this._geometry.updateVerticesDataDirectly(kind, data, offset); } else { this.makeGeometryUnique(); this.updateVerticesDataDirectly(kind, data, offset, false); } }; // Mesh positions update function : // updates the mesh positions according to the positionFunction returned values. // The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter. // This dedicated positionFunction computes new mesh positions according to the given mesh type. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) { if (computeNormals === void 0) { computeNormals = true; } var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); positionFunction(positions); this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false); if (computeNormals) { var indices = this.getIndices(); var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); BABYLON.VertexData.ComputeNormals(positions, indices, normals); this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false); } }; Mesh.prototype.makeGeometryUnique = function () { if (!this._geometry) { return; } var geometry = this._geometry.copy(BABYLON.Geometry.RandomId()); geometry.applyToMesh(this); }; Mesh.prototype.setIndices = function (indices, totalVertices) { if (!this._geometry) { var vertexData = new BABYLON.VertexData(); vertexData.indices = indices; var scene = this.getScene(); new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this); } else { this._geometry.setIndices(indices, totalVertices); } }; Mesh.prototype._bind = function (subMesh, effect, fillMode) { var engine = this.getScene().getEngine(); // Wireframe var indexToBind; switch (fillMode) { case BABYLON.Material.PointFillMode: indexToBind = null; break; case BABYLON.Material.WireFrameFillMode: indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine); break; default: case BABYLON.Material.TriangleFillMode: indexToBind = this._geometry.getIndexBuffer(); break; } // VBOs engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect); }; Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) { if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) { return; } var engine = this.getScene().getEngine(); // Draw order switch (fillMode) { case BABYLON.Material.PointFillMode: engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount); break; case BABYLON.Material.WireFrameFillMode: engine.draw(false, 0, subMesh.linesIndexCount, instancesCount); break; default: engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount); } }; Mesh.prototype.registerBeforeRender = function (func) { this._onBeforeRenderCallbacks.push(func); }; Mesh.prototype.unregisterBeforeRender = function (func) { var index = this._onBeforeRenderCallbacks.indexOf(func); if (index > -1) { this._onBeforeRenderCallbacks.splice(index, 1); } }; Mesh.prototype.registerAfterRender = function (func) { this._onAfterRenderCallbacks.push(func); }; Mesh.prototype.unregisterAfterRender = function (func) { var index = this._onAfterRenderCallbacks.indexOf(func); if (index > -1) { this._onAfterRenderCallbacks.splice(index, 1); } }; Mesh.prototype._getInstancesRenderList = function (subMeshId) { var scene = this.getScene(); this._batchCache.mustReturn = false; this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible; this._batchCache.visibleInstances[subMeshId] = null; if (this._visibleInstances) { var currentRenderId = scene.getRenderId(); this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId]; var selfRenderId = this._renderId; if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) { this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId]; currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId); selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId); } if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) { if (this._renderIdForInstances[subMeshId] === currentRenderId) { this._batchCache.mustReturn = true; return this._batchCache; } if (currentRenderId !== selfRenderId) { this._batchCache.renderSelf[subMeshId] = false; } } this._renderIdForInstances[subMeshId] = currentRenderId; } return this._batchCache; }; Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) { var visibleInstances = batch.visibleInstances[subMesh._id]; var matricesCount = visibleInstances.length + 1; var bufferSize = matricesCount * 16 * 4; while (this._instancesBufferSize < bufferSize) { this._instancesBufferSize *= 2; } if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) { if (this._worldMatricesInstancesBuffer) { engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer); } this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize); this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4); } var offset = 0; var instancesCount = 0; var world = this.getWorldMatrix(); if (batch.renderSelf[subMesh._id]) { world.copyToArray(this._worldMatricesInstancesArray, offset); offset += 16; instancesCount++; } if (visibleInstances) { for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) { var instance = visibleInstances[instanceIndex]; instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset); offset += 16; instancesCount++; } } var offsetLocation0 = effect.getAttributeLocationByName("world0"); var offsetLocation1 = effect.getAttributeLocationByName("world1"); var offsetLocation2 = effect.getAttributeLocationByName("world2"); var offsetLocation3 = effect.getAttributeLocationByName("world3"); var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3]; engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations); this._draw(subMesh, fillMode, instancesCount); engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations); }; Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) { var scene = this.getScene(); var engine = scene.getEngine(); if (hardwareInstancedRendering) { this._renderWithInstances(subMesh, fillMode, batch, effect, engine); } else { if (batch.renderSelf[subMesh._id]) { // Draw if (onBeforeDraw) { onBeforeDraw(false, this.getWorldMatrix()); } this._draw(subMesh, fillMode); } if (batch.visibleInstances[subMesh._id]) { for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) { var instance = batch.visibleInstances[subMesh._id][instanceIndex]; // World var world = instance.getWorldMatrix(); if (onBeforeDraw) { onBeforeDraw(true, world); } // Draw this._draw(subMesh, fillMode); } } } }; Mesh.prototype.render = function (subMesh, enableAlphaMode) { var scene = this.getScene(); // Managing instances var batch = this._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } // Checking geometry state if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) { return; } var callbackIndex; for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](this); } var engine = scene.getEngine(); var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined); // Material var effectiveMaterial = subMesh.getMaterial(); if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) { return; } // Outline - step 1 var savedDepthWrite = engine.getDepthWrite(); if (this.renderOutline) { engine.setDepthWrite(false); scene.getOutlineRenderer().render(subMesh, batch); engine.setDepthWrite(savedDepthWrite); } effectiveMaterial._preBind(); var effect = effectiveMaterial.getEffect(); // Bind var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode); this._bind(subMesh, effect, fillMode); var world = this.getWorldMatrix(); effectiveMaterial.bind(world, this); // Alpha mode if (enableAlphaMode) { engine.setAlphaMode(effectiveMaterial.alphaMode); } // Draw this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) { if (isInstance) { effectiveMaterial.bindOnlyWorldMatrix(world); } }); // Unbind effectiveMaterial.unbind(); // Outline - step 2 if (this.renderOutline && savedDepthWrite) { engine.setDepthWrite(true); engine.setColorWrite(false); scene.getOutlineRenderer().render(subMesh, batch); engine.setColorWrite(true); } // Overlay if (this.renderOverlay) { var currentMode = engine.getAlphaMode(); engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); scene.getOutlineRenderer().render(subMesh, batch, true); engine.setAlphaMode(currentMode); } for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) { this._onAfterRenderCallbacks[callbackIndex](this); } }; Mesh.prototype.getEmittedParticleSystems = function () { var results = new Array(); for (var index = 0; index < this.getScene().particleSystems.length; index++) { var particleSystem = this.getScene().particleSystems[index]; if (particleSystem.emitter === this) { results.push(particleSystem); } } return results; }; Mesh.prototype.getHierarchyEmittedParticleSystems = function () { var results = new Array(); var descendants = this.getDescendants(); descendants.push(this); for (var index = 0; index < this.getScene().particleSystems.length; index++) { var particleSystem = this.getScene().particleSystems[index]; if (descendants.indexOf(particleSystem.emitter) !== -1) { results.push(particleSystem); } } return results; }; Mesh.prototype.getChildren = function () { var results = []; for (var index = 0; index < this.getScene().meshes.length; index++) { var mesh = this.getScene().meshes[index]; if (mesh.parent === this) { results.push(mesh); } } return results; }; Mesh.prototype._checkDelayState = function () { var _this = this; var that = this; var scene = this.getScene(); if (this._geometry) { this._geometry.load(scene); } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING; scene._addPendingData(that); var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1); BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) { if (data instanceof ArrayBuffer) { _this._delayLoadingFunction(data, _this); } else { _this._delayLoadingFunction(JSON.parse(data), _this); } _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; scene._removePendingData(_this); }, function () { }, scene.database, getBinaryData); } }; Mesh.prototype.isInFrustum = function (frustumPlanes) { if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) { return false; } this._checkDelayState(); return true; }; Mesh.prototype.setMaterialByID = function (id) { var materials = this.getScene().materials; var index; for (index = 0; index < materials.length; index++) { if (materials[index].id === id) { this.material = materials[index]; return; } } // Multi var multiMaterials = this.getScene().multiMaterials; for (index = 0; index < multiMaterials.length; index++) { if (multiMaterials[index].id === id) { this.material = multiMaterials[index]; return; } } }; Mesh.prototype.getAnimatables = function () { var results = []; if (this.material) { results.push(this.material); } if (this.skeleton) { results.push(this.skeleton); } return results; }; // Geometry Mesh.prototype.bakeTransformIntoVertices = function (transform) { // Position if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { return; } this._resetPointsArrayCache(); var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); var temp = []; var index; for (index = 0; index < data.length; index += 3) { BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index); } this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()); // Normals if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { return; } data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); temp = []; for (index = 0; index < data.length; index += 3) { BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index); } this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()); // flip faces? if (transform.m[0] * transform.m[5] * transform.m[10] < 0) { this.flipFaces(); } }; // Will apply current transform to mesh and reset world matrix Mesh.prototype.bakeCurrentTransformIntoVertices = function () { this.bakeTransformIntoVertices(this.computeWorldMatrix(true)); this.scaling.copyFromFloats(1, 1, 1); this.position.copyFromFloats(0, 0, 0); this.rotation.copyFromFloats(0, 0, 0); //only if quaternion is already set if (this.rotationQuaternion) { this.rotationQuaternion = BABYLON.Quaternion.Identity(); } this._worldMatrix = BABYLON.Matrix.Identity(); }; // Cache Mesh.prototype._resetPointsArrayCache = function () { this._positions = null; }; Mesh.prototype._generatePointsArray = function () { if (this._positions) return true; this._positions = []; var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); if (!data) { return false; } for (var index = 0; index < data.length; index += 3) { this._positions.push(BABYLON.Vector3.FromArray(data, index)); } return true; }; // Clone Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) { return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren); }; // Dispose Mesh.prototype.dispose = function (doNotRecurse) { if (this._geometry) { this._geometry.releaseForMesh(this, true); } // Instances if (this._worldMatricesInstancesBuffer) { this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer); this._worldMatricesInstancesBuffer = null; } while (this.instances.length) { this.instances[0].dispose(); } _super.prototype.dispose.call(this, doNotRecurse); }; // Geometric tools Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { var _this = this; var scene = this.getScene(); var onload = function (img) { // Getting height map data var canvas = document.createElement("canvas"); var context = canvas.getContext("2d"); var heightMapWidth = img.width; var heightMapHeight = img.height; canvas.width = heightMapWidth; canvas.height = heightMapHeight; context.drawImage(img, 0, 0); // Create VertexData from map data //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949 var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data; _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight); //execute success callback, if set if (onSuccess) { onSuccess(_this); } }; BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database); }; Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) { if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing"); return; } var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind); var position = BABYLON.Vector3.Zero(); var normal = BABYLON.Vector3.Zero(); var uv = BABYLON.Vector2.Zero(); for (var index = 0; index < positions.length; index += 3) { BABYLON.Vector3.FromArrayToRef(positions, index, position); BABYLON.Vector3.FromArrayToRef(normals, index, normal); BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv); // Compute height var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0; var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0; var pos = (u + v * heightMapWidth) * 4; var r = buffer[pos] / 255.0; var g = buffer[pos + 1] / 255.0; var b = buffer[pos + 2] / 255.0; var gradient = r * 0.3 + g * 0.59 + b * 0.11; normal.normalize(); normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient); position = position.add(normal); position.toArray(positions, index); } BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals); this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions); this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals); }; Mesh.prototype.convertToFlatShadedMesh = function () { /// Update normals and vertices to get a flat shading rendering. /// Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face var kinds = this.getVerticesDataKinds(); var vbs = []; var data = []; var newdata = []; var updatableNormals = false; var kindIndex; var kind; for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) { kind = kinds[kindIndex]; var vertexBuffer = this.getVertexBuffer(kind); if (kind === BABYLON.VertexBuffer.NormalKind) { updatableNormals = vertexBuffer.isUpdatable(); kinds.splice(kindIndex, 1); kindIndex--; continue; } vbs[kind] = vertexBuffer; data[kind] = vbs[kind].getData(); newdata[kind] = []; } // Save previous submeshes var previousSubmeshes = this.subMeshes.slice(0); var indices = this.getIndices(); var totalIndices = this.getTotalIndices(); // Generating unique vertices per face var index; for (index = 0; index < totalIndices; index++) { var vertexIndex = indices[index]; for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) { kind = kinds[kindIndex]; var stride = vbs[kind].getStrideSize(); for (var offset = 0; offset < stride; offset++) { newdata[kind].push(data[kind][vertexIndex * stride + offset]); } } } // Updating faces & normal var normals = []; var positions = newdata[BABYLON.VertexBuffer.PositionKind]; for (index = 0; index < totalIndices; index += 3) { indices[index] = index; indices[index + 1] = index + 1; indices[index + 2] = index + 2; var p1 = BABYLON.Vector3.FromArray(positions, index * 3); var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3); var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3); var p1p2 = p1.subtract(p2); var p3p2 = p3.subtract(p2); var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2)); // Store same normals for every vertex for (var localIndex = 0; localIndex < 3; localIndex++) { normals.push(normal.x); normals.push(normal.y); normals.push(normal.z); } } this.setIndices(indices); this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals); // Updating vertex buffers for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) { kind = kinds[kindIndex]; this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable()); } // Updating submeshes this.releaseSubMeshes(); for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) { var previousOne = previousSubmeshes[submeshIndex]; var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this); } this.synchronizeInstances(); }; // will inverse faces orientations, and invert normals too if specified Mesh.prototype.flipFaces = function (flipNormals) { if (flipNormals === void 0) { flipNormals = false; } var vertex_data = BABYLON.VertexData.ExtractFromMesh(this); var i; if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { for (i = 0; i < vertex_data.normals.length; i++) { vertex_data.normals[i] *= -1; } } var temp; for (i = 0; i < vertex_data.indices.length; i += 3) { // reassign indices temp = vertex_data.indices[i + 1]; vertex_data.indices[i + 1] = vertex_data.indices[i + 2]; vertex_data.indices[i + 2] = temp; } vertex_data.applyToMesh(this); }; // Instances Mesh.prototype.createInstance = function (name) { return new BABYLON.InstancedMesh(name, this); }; Mesh.prototype.synchronizeInstances = function () { for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) { var instance = this.instances[instanceIndex]; instance._syncSubMeshes(); } }; /** * Simplify the mesh according to the given array of settings. * Function will return immediately and will simplify async. * @param settings a collection of simplification settings. * @param parallelProcessing should all levels calculate parallel or one after the other. * @param type the type of simplification to run. * @param successCallback optional success callback to be called after the simplification finished processing all settings. */ Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) { if (parallelProcessing === void 0) { parallelProcessing = true; } if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; } this.getScene().simplificationQueue.addTask({ settings: settings, parallelProcessing: parallelProcessing, mesh: this, simplificationType: simplificationType, successCallback: successCallback }); }; /** * Optimization of the mesh's indices, in case a mesh has duplicated vertices. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes. * This should be used together with the simplification to avoid disappearing triangles. * @param successCallback an optional success callback to be called after the optimization finished. */ Mesh.prototype.optimizeIndices = function (successCallback) { var _this = this; var indices = this.getIndices(); var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); var vectorPositions = []; for (var pos = 0; pos < positions.length; pos = pos + 3) { vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos)); } var dupes = []; BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) { var realPos = vectorPositions.length - 1 - iteration; var testedPosition = vectorPositions[realPos]; for (var j = 0; j < realPos; ++j) { var againstPosition = vectorPositions[j]; if (testedPosition.equals(againstPosition)) { dupes[realPos] = j; break; } } }, function () { for (var i = 0; i < indices.length; ++i) { indices[i] = dupes[indices[i]] || indices[i]; } //indices are now reordered var originalSubMeshes = _this.subMeshes.slice(0); _this.setIndices(indices); _this.subMeshes = originalSubMeshes; if (successCallback) { successCallback(_this); } }); }; // Statics Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) { return BABYLON.MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: closeArray, closePath: closePath, offset: offset, updatable: updatable, sideOrientation: sideOrientation, instance: instance }, scene); }; Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) { var options = { radius: radius, tessellation: tessellation, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateDisc(name, options, scene); }; Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) { var options = { size: size, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateBox(name, options, scene); }; Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) { var options = { segments: segments, diameterX: diameter, diameterY: diameter, diameterZ: diameter, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateSphere(name, options, scene); }; // Cylinder and cone Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) { var options = { height: height, diameterTop: diameterTop, diameterBottom: diameterBottom, tessellation: tessellation, subdivisions: subdivisions, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateCylinder(name, options, scene); }; // Torus (Code from SharpDX.org) Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) { var options = { diameter: diameter, thickness: thickness, tessellation: tessellation, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateTorus(name, options, scene); }; Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) { var options = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, p: p, q: q, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene); }; // Lines Mesh.CreateLines = function (name, points, scene, updatable, instance) { var options = { points: points, updatable: updatable, instance: instance }; return BABYLON.MeshBuilder.CreateLines(name, options, scene); }; // Dashed Lines Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) { var options = { points: points, dashSize: dashSize, gapSize: gapSize, dashNb: dashNb, updatable: updatable }; return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene); }; // Extrusion Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) { var options = { shape: shape, path: path, scale: scale, rotation: rotation, cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP, sideOrientation: sideOrientation, instance: instance, updatable: updatable }; return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene); }; Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) { var options = { shape: shape, path: path, scaleFunction: scaleFunction, rotationFunction: rotationFunction, ribbonCloseArray: ribbonCloseArray, ribbonClosePath: ribbonClosePath, cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP, sideOrientation: sideOrientation, instance: instance, updatable: updatable }; return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene); }; // Lathe Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) { var options = { shape: shape, radius: radius, tessellation: tessellation, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreateLathe(name, options, scene); }; // Plane & ground Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) { var options = { size: size, width: size, height: size, sideOrientation: sideOrientation, updatable: updatable }; return BABYLON.MeshBuilder.CreatePlane(name, options, scene); }; Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) { var options = { width: width, height: height, subdivisions: subdivisions, updatable: updatable }; return BABYLON.MeshBuilder.CreateGround(name, options, scene); }; Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) { var options = { xmin: xmin, zmin: zmin, xmax: xmax, zmax: zmax, subdivisions: subdivisions, precision: precision, updatable: updatable }; return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene); }; Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) { var options = { width: width, height: height, subdivisions: subdivisions, minHeight: minHeight, maxHeight: maxHeight, updatable: updatable, onReady: onReady }; return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene); }; Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) { var options = { path: path, radius: radius, tessellation: tessellation, radiusFunction: radiusFunction, arc: 1, cap: cap, updatable: updatable, sideOrientation: sideOrientation, instance: instance }; return BABYLON.MeshBuilder.CreateTube(name, options, scene); }; Mesh.CreatePolyhedron = function (name, options, scene) { return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene); }; Mesh.CreateIcoSphere = function (name, options, scene) { return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene); }; // Decals Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) { var options = { position: position, normal: normal, size: size, angle: angle }; return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options); }; // Skeletons /** * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh. */ Mesh.prototype.setPositionsForCPUSkinning = function () { var source; if (!this._sourcePositions) { source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); this._sourcePositions = new Float32Array(source); if (!this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()) { this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true); } } return this._sourcePositions; }; /** * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh. */ Mesh.prototype.setNormalsForCPUSkinning = function () { var source; if (!this._sourceNormals) { source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); this._sourceNormals = new Float32Array(source); if (!this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()) { this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true); } } return this._sourceNormals; }; /** * Update the vertex buffers by applying transformation from the bones * @param {skeleton} skeleton to apply */ Mesh.prototype.applySkeleton = function (skeleton) { if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { return this; } if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { return this; } if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) { return this; } if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { return this; } if (!this._sourcePositions) { this.setPositionsForCPUSkinning(); } if (!this._sourceNormals) { this.setNormalsForCPUSkinning(); } // positionsData checks for not being Float32Array will only pass at most once var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind); if (!(positionsData instanceof Float32Array)) { positionsData = new Float32Array(positionsData); } // normalsData checks for not being Float32Array will only pass at most once var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind); if (!(normalsData instanceof Float32Array)) { normalsData = new Float32Array(normalsData); } var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind); var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind); var needExtras = this.numBoneInfluencers > 4; var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null; var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null; var skeletonMatrices = skeleton.getTransformMatrices(); var tempVector3 = BABYLON.Vector3.Zero(); var finalMatrix = new BABYLON.Matrix(); var tempMatrix = new BABYLON.Matrix(); var matWeightIdx = 0; var inf; for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) { var weight; for (inf = 0; inf < 4; inf++) { weight = matricesWeightsData[matWeightIdx + inf]; if (weight > 0) { BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[matWeightIdx + inf] * 16, weight, tempMatrix); finalMatrix.addToSelf(tempMatrix); } else break; } if (needExtras) { for (inf = 0; inf < 4; inf++) { weight = matricesWeightsExtraData[matWeightIdx + inf]; if (weight > 0) { BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesExtraData[matWeightIdx + inf] * 16, weight, tempMatrix); finalMatrix.addToSelf(tempMatrix); } else break; } } BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3); tempVector3.toArray(positionsData, index); BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3); tempVector3.toArray(normalsData, index); finalMatrix.reset(); } this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData); this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData); return this; }; // Tools Mesh.MinMax = function (meshes) { var minVector = null; var maxVector = null; for (var i in meshes) { var mesh = meshes[i]; var boundingBox = mesh.getBoundingInfo().boundingBox; if (!minVector) { minVector = boundingBox.minimumWorld; maxVector = boundingBox.maximumWorld; continue; } minVector.MinimizeInPlace(boundingBox.minimumWorld); maxVector.MaximizeInPlace(boundingBox.maximumWorld); } return { min: minVector, max: maxVector }; }; Mesh.Center = function (meshesOrMinMaxVector) { var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector); return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max); }; /** * Merge the array of meshes into a single mesh for performance reasons. * @param {Array} meshes - The vertices source. They should all be of the same material. Entries can empty * @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes * @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true. * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class. */ Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) { if (disposeSource === void 0) { disposeSource = true; } var index; if (!allow32BitsIndices) { var totalVertices = 0; // Counting vertices for (index = 0; index < meshes.length; index++) { if (meshes[index]) { totalVertices += meshes[index].getTotalVertices(); if (totalVertices > 65536) { BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices"); return null; } } } } // Merge var vertexData; var otherVertexData; var source; for (index = 0; index < meshes.length; index++) { if (meshes[index]) { meshes[index].computeWorldMatrix(true); otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true); otherVertexData.transform(meshes[index].getWorldMatrix()); if (vertexData) { vertexData.merge(otherVertexData); } else { vertexData = otherVertexData; source = meshes[index]; } } } if (!meshSubclass) { meshSubclass = new Mesh(source.name + "_merged", source.getScene()); } vertexData.applyToMesh(meshSubclass); // Setting properties meshSubclass.material = source.material; meshSubclass.checkCollisions = source.checkCollisions; // Cleaning if (disposeSource) { for (index = 0; index < meshes.length; index++) { if (meshes[index]) { meshes[index].dispose(); } } } return meshSubclass; }; // Consts Mesh._FRONTSIDE = 0; Mesh._BACKSIDE = 1; Mesh._DOUBLESIDE = 2; Mesh._DEFAULTSIDE = 0; Mesh._NO_CAP = 0; Mesh._CAP_START = 1; Mesh._CAP_END = 2; Mesh._CAP_ALL = 3; return Mesh; })(BABYLON.AbstractMesh); BABYLON.Mesh = Mesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SubMesh = (function () { function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) { if (createBoundingBox === void 0) { createBoundingBox = true; } this.materialIndex = materialIndex; this.verticesStart = verticesStart; this.verticesCount = verticesCount; this.indexStart = indexStart; this.indexCount = indexCount; this._renderId = 0; this._mesh = mesh; this._renderingMesh = renderingMesh || mesh; mesh.subMeshes.push(this); this._trianglePlanes = []; this._id = mesh.subMeshes.length - 1; if (createBoundingBox) { this.refreshBoundingInfo(); mesh.computeWorldMatrix(true); } } SubMesh.prototype.getBoundingInfo = function () { return this._boundingInfo; }; SubMesh.prototype.getMesh = function () { return this._mesh; }; SubMesh.prototype.getRenderingMesh = function () { return this._renderingMesh; }; SubMesh.prototype.getMaterial = function () { var rootMaterial = this._renderingMesh.material; if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) { var multiMaterial = rootMaterial; return multiMaterial.getSubMaterial(this.materialIndex); } if (!rootMaterial) { return this._mesh.getScene().defaultMaterial; } return rootMaterial; }; // Methods SubMesh.prototype.refreshBoundingInfo = function () { var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); if (!data) { this._boundingInfo = this._mesh._boundingInfo; return; } var indices = this._renderingMesh.getIndices(); var extend; //is this the only submesh? if (this.indexStart === 0 && this.indexCount === indices.length) { //the rendering mesh's bounding info can be used, it is the standard submesh for all indices. extend = { minimum: this._renderingMesh.getBoundingInfo().minimum.clone(), maximum: this._renderingMesh.getBoundingInfo().maximum.clone() }; } else { extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount); } this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum); }; SubMesh.prototype._checkCollision = function (collider) { return this._boundingInfo._checkCollision(collider); }; SubMesh.prototype.updateBoundingInfo = function (world) { if (!this._boundingInfo) { this.refreshBoundingInfo(); } this._boundingInfo._update(world); }; SubMesh.prototype.isInFrustum = function (frustumPlanes) { return this._boundingInfo.isInFrustum(frustumPlanes); }; SubMesh.prototype.render = function (enableAlphaMode) { this._renderingMesh.render(this, enableAlphaMode); }; SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) { if (!this._linesIndexBuffer) { var linesIndices = []; for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) { linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]); } this._linesIndexBuffer = engine.createIndexBuffer(linesIndices); this.linesIndexCount = linesIndices.length; } return this._linesIndexBuffer; }; SubMesh.prototype.canIntersects = function (ray) { return ray.intersectsBox(this._boundingInfo.boundingBox); }; SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) { var intersectInfo = null; // Triangles test for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) { var p0 = positions[indices[index]]; var p1 = positions[indices[index + 1]]; var p2 = positions[indices[index + 2]]; var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2); if (currentIntersectInfo) { if (currentIntersectInfo.distance < 0) { continue; } if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) { intersectInfo = currentIntersectInfo; intersectInfo.faceId = index / 3; if (fastCheck) { break; } } } } return intersectInfo; }; // Clone SubMesh.prototype.clone = function (newMesh, newRenderingMesh) { var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false); result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum); return result; }; // Dispose SubMesh.prototype.dispose = function () { if (this._linesIndexBuffer) { this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer); this._linesIndexBuffer = null; } // Remove from mesh var index = this._mesh.subMeshes.indexOf(this); this._mesh.subMeshes.splice(index, 1); }; // Statics SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) { var minVertexIndex = Number.MAX_VALUE; var maxVertexIndex = -Number.MAX_VALUE; renderingMesh = renderingMesh || mesh; var indices = renderingMesh.getIndices(); for (var index = startIndex; index < startIndex + indexCount; index++) { var vertexIndex = indices[index]; if (vertexIndex < minVertexIndex) minVertexIndex = vertexIndex; if (vertexIndex > maxVertexIndex) maxVertexIndex = vertexIndex; } return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh); }; return SubMesh; })(); BABYLON.SubMesh = SubMesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var MeshBuilder = (function () { function MeshBuilder() { } MeshBuilder.CreateBox = function (name, options, scene) { var box = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateBox(options); vertexData.applyToMesh(box, options.updatable); return box; }; MeshBuilder.CreateSphere = function (name, options, scene) { var sphere = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateSphere(options); vertexData.applyToMesh(sphere, options.updatable); return sphere; }; MeshBuilder.CreateDisc = function (name, options, scene) { var disc = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateDisc(options); vertexData.applyToMesh(disc, options.updatable); return disc; }; MeshBuilder.CreateIcoSphere = function (name, options, scene) { var sphere = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateIcoSphere(options); vertexData.applyToMesh(sphere, options.updatable); return sphere; }; ; MeshBuilder.CreateRibbon = function (name, options, scene) { var pathArray = options.pathArray; var closeArray = options.closeArray; var closePath = options.closePath; var offset = options.offset; var sideOrientation = options.sideOrientation; var instance = options.instance; var updatable = options.updatable; if (instance) { // positionFunction : ribbon case // only pathArray and sideOrientation parameters are taken into account for positions update var positionFunction = function (positions) { var minlg = pathArray[0].length; var i = 0; var ns = (instance.sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1; for (var si = 1; si <= ns; si++) { for (var p = 0; p < pathArray.length; p++) { var path = pathArray[p]; var l = path.length; minlg = (minlg < l) ? minlg : l; var j = 0; while (j < minlg) { positions[i] = path[j].x; positions[i + 1] = path[j].y; positions[i + 2] = path[j].z; j++; i += 3; } if (instance._closePath) { positions[i] = path[0].x; positions[i + 1] = path[0].y; positions[i + 2] = path[0].z; i += 3; } } } }; var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind); positionFunction(positions); instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false); if (!(instance.areNormalsFrozen)) { var indices = instance.getIndices(); var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind); BABYLON.VertexData.ComputeNormals(positions, indices, normals); if (instance._closePath) { var indexFirst = 0; var indexLast = 0; for (var p = 0; p < pathArray.length; p++) { indexFirst = instance._idx[p] * 3; if (p + 1 < pathArray.length) { indexLast = (instance._idx[p + 1] - 1) * 3; } else { indexLast = normals.length - 3; } normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5; normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5; normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5; normals[indexLast] = normals[indexFirst]; normals[indexLast + 1] = normals[indexFirst + 1]; normals[indexLast + 2] = normals[indexFirst + 2]; } } instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false); } return instance; } else { var ribbon = new BABYLON.Mesh(name, scene); ribbon.sideOrientation = sideOrientation; var vertexData = BABYLON.VertexData.CreateRibbon(options); if (closePath) { ribbon._idx = vertexData._idx; } ribbon._closePath = closePath; ribbon._closeArray = closeArray; vertexData.applyToMesh(ribbon, updatable); return ribbon; } }; MeshBuilder.CreateCylinder = function (name, options, scene) { var cylinder = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateCylinder(options); vertexData.applyToMesh(cylinder, options.updatable); return cylinder; }; MeshBuilder.CreateTorus = function (name, options, scene) { var torus = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorus(options); vertexData.applyToMesh(torus, options.updatable); return torus; }; MeshBuilder.CreateTorusKnot = function (name, options, scene) { var torusKnot = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTorusKnot(options); vertexData.applyToMesh(torusKnot, options.updatable); return torusKnot; }; MeshBuilder.CreateLines = function (name, options, scene) { var instance = options.instance; var points = options.points; if (instance) { var positionFunction = function (positions) { var i = 0; for (var p = 0; p < points.length; p++) { positions[i] = points[p].x; positions[i + 1] = points[p].y; positions[i + 2] = points[p].z; i += 3; } }; instance.updateMeshPositions(positionFunction, false); return instance; } // lines creation var lines = new BABYLON.LinesMesh(name, scene); var vertexData = BABYLON.VertexData.CreateLines(options); vertexData.applyToMesh(lines, options.updatable); return lines; }; MeshBuilder.CreateDashedLines = function (name, options, scene) { var points = options.points; var instance = options.instance; var gapSize = options.gapSize; var dashNb = options.dashNb; var dashSize = options.dashSize; if (instance) { var positionFunction = function (positions) { var curvect = BABYLON.Vector3.Zero(); var nbSeg = positions.length / 6; var lg = 0; var nb = 0; var shft = 0; var dashshft = 0; var curshft = 0; var p = 0; var i = 0; var j = 0; for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); lg += curvect.length(); } shft = lg / nbSeg; dashshft = instance.dashSize * shft / (instance.dashSize + instance.gapSize); for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); nb = Math.floor(curvect.length() / shft); curvect.normalize(); j = 0; while (j < nb && p < positions.length) { curshft = shft * j; positions[p] = points[i].x + curshft * curvect.x; positions[p + 1] = points[i].y + curshft * curvect.y; positions[p + 2] = points[i].z + curshft * curvect.z; positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x; positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y; positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z; p += 6; j++; } } while (p < positions.length) { positions[p] = points[i].x; positions[p + 1] = points[i].y; positions[p + 2] = points[i].z; p += 3; } }; instance.updateMeshPositions(positionFunction, false); return instance; } // dashed lines creation var dashedLines = new BABYLON.LinesMesh(name, scene); var vertexData = BABYLON.VertexData.CreateDashedLines(options); vertexData.applyToMesh(dashedLines, options.updatable); dashedLines.dashSize = dashSize; dashedLines.gapSize = gapSize; return dashedLines; }; MeshBuilder.ExtrudeShape = function (name, options, scene) { var path = options.path; var shape = options.shape; var scale = options.scale || 1; var rotation = options.rotation || 0; var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var instance = options.instance; return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, instance); }; MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) { var path = options.path; var shape = options.shape; var scaleFunction = options.scaleFunction || (function () { return 1; }); var rotationFunction = options.rotationFunction || (function () { return 0; }); var ribbonCloseArray = options.ribbonCloseArray || false; var ribbonClosePath = options.ribbonClosePath || false; var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var instance = options.instance; return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, instance); }; MeshBuilder.CreateLathe = function (name, options, scene) { var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0; var closed = (options.closed === undefined) ? true : options.closed; var shape = options.shape; var radius = options.radius || 1; var tessellation = options.tessellation || 64; var updatable = options.updatable; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var pi2 = Math.PI * 2; var shapeLathe = new Array(); // first rotatable point var i = 0; while (shape[i].x === 0) { i++; } var pt = shape[i]; for (i = 0; i < shape.length; i++) { shapeLathe.push(shape[i].subtract(pt)); } // circle path var step = pi2 / tessellation * arc; var rotated; var path = new Array(); ; for (i = 0; i <= tessellation; i++) { rotated = new BABYLON.Vector3(Math.cos(i * step) * radius, 0, Math.sin(i * step) * radius); path.push(rotated); } if (closed) { path.push(path[0]); } // extrusion var scaleFunction = function () { return 1; }; var rotateFunction = function () { return 0; }; var lathe = BABYLON.Mesh.ExtrudeShapeCustom(name, shapeLathe, path, scaleFunction, rotateFunction, closed, false, BABYLON.Mesh.NO_CAP, scene, updatable, sideOrientation); return lathe; }; MeshBuilder.CreatePlane = function (name, options, scene) { var plane = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreatePlane(options); vertexData.applyToMesh(plane, options.updatable); if (options.sourcePlane) { plane.translate(options.sourcePlane.normal, options.sourcePlane.d); var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z)); var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal); plane.rotate(vectorProduct, product); } return plane; }; MeshBuilder.CreateGround = function (name, options, scene) { var ground = new BABYLON.GroundMesh(name, scene); ground._setReady(false); ground._subdivisions = options.subdivisions || 1; var vertexData = BABYLON.VertexData.CreateGround(options); vertexData.applyToMesh(ground, options.updatable); ground._setReady(true); return ground; }; MeshBuilder.CreateTiledGround = function (name, options, scene) { var tiledGround = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreateTiledGround(options); vertexData.applyToMesh(tiledGround, options.updatable); return tiledGround; }; MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) { var width = options.width || 10; var height = options.height || 10; var subdivisions = options.subdivisions || 1; var minHeight = options.minHeight; var maxHeight = options.maxHeight || 10; var updatable = options.updatable; var onReady = options.onReady; var ground = new BABYLON.GroundMesh(name, scene); ground._subdivisions = subdivisions; ground._setReady(false); var onload = function (img) { // Getting height map data var canvas = document.createElement("canvas"); var context = canvas.getContext("2d"); var bufferWidth = img.width; var bufferHeight = img.height; canvas.width = bufferWidth; canvas.height = bufferHeight; context.drawImage(img, 0, 0); // Create VertexData from map data // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949 var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data; var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({ width: width, height: height, subdivisions: subdivisions, minHeight: minHeight, maxHeight: maxHeight, buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight }); vertexData.applyToMesh(ground, updatable); ground._setReady(true); //execute ready callback, if set if (onReady) { onReady(ground); } }; BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database); return ground; }; MeshBuilder.CreateTube = function (name, options, scene) { var path = options.path; var radius = options.radius || 1; var tessellation = options.tessellation || 64; var radiusFunction = options.radiusFunction; var cap = options.cap || BABYLON.Mesh.NO_CAP; var updatable = options.updatable; var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var instance = options.instance; options.arc = (options.arc <= 0 || options.arc > 1) ? 1 : options.arc || 1; // tube geometry var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) { var tangents = path3D.getTangents(); var normals = path3D.getNormals(); var distances = path3D.getDistances(); var pi2 = Math.PI * 2; var step = pi2 / tessellation * arc; var returnRadius = function () { return radius; }; var radiusFunctionFinal = radiusFunction || returnRadius; var circlePath; var rad; var normal; var rotated; var rotationMatrix = BABYLON.Matrix.Zero(); var index = (cap === BABYLON.Mesh._NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2; for (var i = 0; i < path.length; i++) { rad = radiusFunctionFinal(i, distances[i]); // current radius circlePath = Array(); // current circle array normal = normals[i]; // current normal for (var t = 0; t < tessellation; t++) { BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix); rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]); circlePath.push(rotated); } circlePaths[index] = circlePath; index++; } // cap var capPath = function (nbPoints, pathIndex) { var pointCap = Array(); for (var i = 0; i < nbPoints; i++) { pointCap.push(path[pathIndex]); } return pointCap; }; switch (cap) { case BABYLON.Mesh.NO_CAP: break; case BABYLON.Mesh.CAP_START: circlePaths[0] = capPath(tessellation, 0); circlePaths[1] = circlePaths[2].slice(0); break; case BABYLON.Mesh.CAP_END: circlePaths[index] = circlePaths[index - 1].slice(0); circlePaths[index + 1] = capPath(tessellation, path.length - 1); break; case BABYLON.Mesh.CAP_ALL: circlePaths[0] = capPath(tessellation, 0); circlePaths[1] = circlePaths[2].slice(0); circlePaths[index] = circlePaths[index - 1].slice(0); circlePaths[index + 1] = capPath(tessellation, path.length - 1); break; default: break; } return circlePaths; }; var path3D; var pathArray; if (instance) { var arc = options.arc || instance.arc; path3D = (instance.path3D).update(path); pathArray = tubePathArray(path, path3D, instance.pathArray, radius, instance.tessellation, radiusFunction, instance.cap, arc); instance = MeshBuilder.CreateRibbon(null, { pathArray: pathArray, instance: instance }); instance.path3D = path3D; instance.pathArray = pathArray; instance.arc = arc; return instance; } // tube creation path3D = new BABYLON.Path3D(path); var newPathArray = new Array(); cap = (cap < 0 || cap > 3) ? 0 : cap; pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc); var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation }, scene); tube.pathArray = pathArray; tube.path3D = path3D; tube.tessellation = tessellation; tube.cap = cap; tube.arc = options.arc; return tube; }; MeshBuilder.CreatePolyhedron = function (name, options, scene) { var polyhedron = new BABYLON.Mesh(name, scene); var vertexData = BABYLON.VertexData.CreatePolyhedron(options); vertexData.applyToMesh(polyhedron, options.updatable); return polyhedron; }; MeshBuilder.CreateDecal = function (name, sourceMesh, options) { var indices = sourceMesh.getIndices(); var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind); var position = options.position || BABYLON.Vector3.Zero(); var normal = options.normal || BABYLON.Vector3.Up(); var size = options.size || new BABYLON.Vector3(1, 1, 1); var angle = options.angle || 0; // Getting correct rotation if (!normal) { var target = new BABYLON.Vector3(0, 0, 1); var camera = sourceMesh.getScene().activeCamera; var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix()); normal = camera.globalPosition.subtract(cameraWorldTarget); } var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2; var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z); var pitch = Math.atan2(normal.y, len); // Matrix var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z)); var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix); var meshWorldMatrix = sourceMesh.getWorldMatrix(); var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix); var vertexData = new BABYLON.VertexData(); vertexData.indices = []; vertexData.positions = []; vertexData.normals = []; vertexData.uvs = []; var currentVertexDataIndex = 0; var extractDecalVector3 = function (indexId) { var vertexId = indices[indexId]; var result = new BABYLON.PositionNormalVertex(); result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]); // Send vector to decal local world result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix); // Get normal result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]); return result; }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js var clip = function (vertices, axis) { if (vertices.length === 0) { return vertices; } var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis)); var clipVertices = function (v0, v1) { var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize); return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor)); }; var result = new Array(); for (var index = 0; index < vertices.length; index += 3) { var v1Out; var v2Out; var v3Out; var total = 0; var nV1, nV2, nV3, nV4; var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize; var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize; var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize; v1Out = d1 > 0; v2Out = d2 > 0; v3Out = d3 > 0; total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0); switch (total) { case 0: result.push(vertices[index]); result.push(vertices[index + 1]); result.push(vertices[index + 2]); break; case 1: if (v1Out) { nV1 = vertices[index + 1]; nV2 = vertices[index + 2]; nV3 = clipVertices(vertices[index], nV1); nV4 = clipVertices(vertices[index], nV2); } if (v2Out) { nV1 = vertices[index]; nV2 = vertices[index + 2]; nV3 = clipVertices(vertices[index + 1], nV1); nV4 = clipVertices(vertices[index + 1], nV2); result.push(nV3); result.push(nV2.clone()); result.push(nV1.clone()); result.push(nV2.clone()); result.push(nV3.clone()); result.push(nV4); break; } if (v3Out) { nV1 = vertices[index]; nV2 = vertices[index + 1]; nV3 = clipVertices(vertices[index + 2], nV1); nV4 = clipVertices(vertices[index + 2], nV2); } result.push(nV1.clone()); result.push(nV2.clone()); result.push(nV3); result.push(nV4); result.push(nV3.clone()); result.push(nV2.clone()); break; case 2: if (!v1Out) { nV1 = vertices[index].clone(); nV2 = clipVertices(nV1, vertices[index + 1]); nV3 = clipVertices(nV1, vertices[index + 2]); result.push(nV1); result.push(nV2); result.push(nV3); } if (!v2Out) { nV1 = vertices[index + 1].clone(); nV2 = clipVertices(nV1, vertices[index + 2]); nV3 = clipVertices(nV1, vertices[index]); result.push(nV1); result.push(nV2); result.push(nV3); } if (!v3Out) { nV1 = vertices[index + 2].clone(); nV2 = clipVertices(nV1, vertices[index]); nV3 = clipVertices(nV1, vertices[index + 1]); result.push(nV1); result.push(nV2); result.push(nV3); } break; case 3: break; } } return result; }; for (var index = 0; index < indices.length; index += 3) { var faceVertices = new Array(); faceVertices.push(extractDecalVector3(index)); faceVertices.push(extractDecalVector3(index + 1)); faceVertices.push(extractDecalVector3(index + 2)); // Clip faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0)); faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0)); faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0)); faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0)); faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1)); faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1)); if (faceVertices.length === 0) { continue; } // Add UVs and get back to world for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) { var vertex = faceVertices[vIndex]; vertexData.indices.push(currentVertexDataIndex); vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3); vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3); vertexData.uvs.push(0.5 + vertex.position.x / size.x); vertexData.uvs.push(0.5 + vertex.position.y / size.y); currentVertexDataIndex++; } } // Return mesh var decal = new BABYLON.Mesh(name, sourceMesh.getScene()); vertexData.applyToMesh(decal); decal.position = position.clone(); decal.rotation = new BABYLON.Vector3(pitch, yaw, angle); return decal; }; // Privates MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance) { // extrusion geometry var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) { var tangents = path3D.getTangents(); var normals = path3D.getNormals(); var binormals = path3D.getBinormals(); var distances = path3D.getDistances(); var angle = 0; var returnScale = function () { return scale; }; var returnRotation = function () { return rotation; }; var rotate = custom ? rotateFunction : returnRotation; var scl = custom ? scaleFunction : returnScale; var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2; var rotationMatrix = BABYLON.Matrix.Zero(); for (var i = 0; i < curve.length; i++) { var shapePath = new Array(); var angleStep = rotate(i, distances[i]); var scaleRatio = scl(i, distances[i]); for (var p = 0; p < shape.length; p++) { BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix); var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y))); var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]); shapePath.push(rotated); } shapePaths[index] = shapePath; angle += angleStep; index++; } // cap var capPath = function (shapePath) { var pointCap = Array(); var barycenter = BABYLON.Vector3.Zero(); var i; for (i = 0; i < shapePath.length; i++) { barycenter.addInPlace(shapePath[i]); } barycenter.scaleInPlace(1 / shapePath.length); for (i = 0; i < shapePath.length; i++) { pointCap.push(barycenter); } return pointCap; }; switch (cap) { case BABYLON.Mesh.NO_CAP: break; case BABYLON.Mesh.CAP_START: shapePaths[0] = capPath(shapePaths[2]); shapePaths[1] = shapePaths[2].slice(0); break; case BABYLON.Mesh.CAP_END: shapePaths[index] = shapePaths[index - 1]; shapePaths[index + 1] = capPath(shapePaths[index - 1]); break; case BABYLON.Mesh.CAP_ALL: shapePaths[0] = capPath(shapePaths[2]); shapePaths[1] = shapePaths[2].slice(0); shapePaths[index] = shapePaths[index - 1]; shapePaths[index + 1] = capPath(shapePaths[index - 1]); break; default: break; } return shapePaths; }; var path3D; var pathArray; if (instance) { path3D = (instance.path3D).update(curve); pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom); instance = BABYLON.Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance); return instance; } // extruded shape creation path3D = new BABYLON.Path3D(curve); var newShapePaths = new Array(); cap = (cap < 0 || cap > 3) ? 0 : cap; pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom); var extrudedGeneric = BABYLON.Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side); extrudedGeneric.pathArray = pathArray; extrudedGeneric.path3D = path3D; extrudedGeneric.cap = cap; return extrudedGeneric; }; return MeshBuilder; })(); BABYLON.MeshBuilder = MeshBuilder; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BaseTexture = (function () { function BaseTexture(scene) { this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE; this.hasAlpha = false; this.getAlphaFromRGB = false; this.level = 1; this.isCube = false; this.isRenderTarget = false; this.animations = new Array(); this.coordinatesIndex = 0; this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE; this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE; this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE; this.anisotropicFilteringLevel = 4; this._scene = scene; this._scene.textures.push(this); } BaseTexture.prototype.getScene = function () { return this._scene; }; BaseTexture.prototype.getTextureMatrix = function () { return null; }; BaseTexture.prototype.getReflectionTextureMatrix = function () { return null; }; BaseTexture.prototype.getInternalTexture = function () { return this._texture; }; BaseTexture.prototype.isReady = function () { if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { return true; } if (this._texture) { return this._texture.isReady; } return false; }; BaseTexture.prototype.getSize = function () { if (this._texture._width) { return { width: this._texture._width, height: this._texture._height }; } if (this._texture._size) { return { width: this._texture._size, height: this._texture._size }; } return { width: 0, height: 0 }; }; BaseTexture.prototype.getBaseSize = function () { if (!this.isReady()) return { width: 0, height: 0 }; if (this._texture._size) { return { width: this._texture._size, height: this._texture._size }; } return { width: this._texture._baseWidth, height: this._texture._baseHeight }; }; BaseTexture.prototype.scale = function (ratio) { }; Object.defineProperty(BaseTexture.prototype, "canRescale", { get: function () { return false; }, enumerable: true, configurable: true }); BaseTexture.prototype._removeFromCache = function (url, noMipmap) { var texturesCache = this._scene.getEngine().getLoadedTexturesCache(); for (var index = 0; index < texturesCache.length; index++) { var texturesCacheEntry = texturesCache[index]; if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) { texturesCache.splice(index, 1); return; } } }; BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) { var texturesCache = this._scene.getEngine().getLoadedTexturesCache(); for (var index = 0; index < texturesCache.length; index++) { var texturesCacheEntry = texturesCache[index]; if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) { if (!sampling || sampling === texturesCacheEntry.samplingMode) { texturesCacheEntry.references++; return texturesCacheEntry; } } } return null; }; BaseTexture.prototype.delayLoad = function () { }; BaseTexture.prototype.clone = function () { return null; }; BaseTexture.prototype.releaseInternalTexture = function () { if (this._texture) { this._scene.getEngine().releaseInternalTexture(this._texture); delete this._texture; } }; BaseTexture.prototype.dispose = function () { // Animations this.getScene().stopAnimation(this); // Remove from scene var index = this._scene.textures.indexOf(this); if (index >= 0) { this._scene.textures.splice(index, 1); } if (this._texture === undefined) { return; } // Callback if (this.onDispose) { this.onDispose(); } }; BaseTexture.ParseCubeTexture = function (parsedTexture, scene, rootUrl) { var texture = null; if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) { texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions); texture.name = parsedTexture.name; texture.hasAlpha = parsedTexture.hasAlpha; texture.level = parsedTexture.level; texture.coordinatesMode = parsedTexture.coordinatesMode; } return texture; }; BaseTexture.ParseTexture = function (parsedTexture, scene, rootUrl) { if (parsedTexture.isCube) { return BaseTexture.ParseCubeTexture(parsedTexture, scene, rootUrl); } if (!parsedTexture.name && !parsedTexture.isRenderTarget) { return null; } var texture; if (parsedTexture.mirrorPlane) { texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene); texture._waitingRenderList = parsedTexture.renderList; texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane); } else if (parsedTexture.isRenderTarget) { texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene); texture._waitingRenderList = parsedTexture.renderList; } else { if (parsedTexture.base64String) { texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene); } else { texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene); } } texture.name = parsedTexture.name; texture.hasAlpha = parsedTexture.hasAlpha; texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB; texture.level = parsedTexture.level; texture.coordinatesIndex = parsedTexture.coordinatesIndex; texture.coordinatesMode = parsedTexture.coordinatesMode; texture.uOffset = parsedTexture.uOffset; texture.vOffset = parsedTexture.vOffset; texture.uScale = parsedTexture.uScale; texture.vScale = parsedTexture.vScale; texture.uAng = parsedTexture.uAng; texture.vAng = parsedTexture.vAng; texture.wAng = parsedTexture.wAng; texture.wrapU = parsedTexture.wrapU; texture.wrapV = parsedTexture.wrapV; // Animations if (parsedTexture.animations) { for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) { var parsedAnimation = parsedTexture.animations[animationIndex]; texture.animations.push(BABYLON.Animation.ParseAnimation(parsedAnimation)); } } return texture; }; return BaseTexture; })(); BABYLON.BaseTexture = BaseTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Texture = (function (_super) { __extends(Texture, _super); function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) { if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; } if (onLoad === void 0) { onLoad = null; } if (onError === void 0) { onError = null; } if (buffer === void 0) { buffer = null; } if (deleteBuffer === void 0) { deleteBuffer = false; } _super.call(this, scene); this.uOffset = 0; this.vOffset = 0; this.uScale = 1.0; this.vScale = 1.0; this.uAng = 0; this.vAng = 0; this.wAng = 0; this.name = url; this.url = url; this._noMipmap = noMipmap; this._invertY = invertY; this._samplingMode = samplingMode; this._buffer = buffer; this._deleteBuffer = deleteBuffer; if (!url) { return; } this._texture = this._getFromCache(url, noMipmap, samplingMode); if (!this._texture) { if (!scene.useDelayedTextureLoading) { this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer); if (deleteBuffer) { delete this._buffer; } } else { this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED; } } else { BABYLON.Tools.SetImmediate(function () { if (onLoad) { onLoad(); } }); } } Texture.prototype.delayLoad = function () { if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { return; } this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode); if (!this._texture) { this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer); if (this._deleteBuffer) { delete this._buffer; } } }; Texture.prototype.updateSamplingMode = function (samplingMode) { if (!this._texture) { return; } this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture); }; Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) { x *= this.uScale; y *= this.vScale; x -= 0.5 * this.uScale; y -= 0.5 * this.vScale; z -= 0.5; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t); t.x += 0.5 * this.uScale + this.uOffset; t.y += 0.5 * this.vScale + this.vOffset; t.z += 0.5; }; Texture.prototype.getTextureMatrix = function () { if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.uAng === this._cachedUAng && this.vAng === this._cachedVAng && this.wAng === this._cachedWAng) { return this._cachedTextureMatrix; } this._cachedUOffset = this.uOffset; this._cachedVOffset = this.vOffset; this._cachedUScale = this.uScale; this._cachedVScale = this.vScale; this._cachedUAng = this.uAng; this._cachedVAng = this.vAng; this._cachedWAng = this.wAng; if (!this._cachedTextureMatrix) { this._cachedTextureMatrix = BABYLON.Matrix.Zero(); this._rowGenerationMatrix = new BABYLON.Matrix(); this._t0 = BABYLON.Vector3.Zero(); this._t1 = BABYLON.Vector3.Zero(); this._t2 = BABYLON.Vector3.Zero(); } BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix); this._prepareRowForTextureGeneration(0, 0, 0, this._t0); this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1); this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2); this._t1.subtractInPlace(this._t0); this._t2.subtractInPlace(this._t0); BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix); this._cachedTextureMatrix.m[0] = this._t1.x; this._cachedTextureMatrix.m[1] = this._t1.y; this._cachedTextureMatrix.m[2] = this._t1.z; this._cachedTextureMatrix.m[4] = this._t2.x; this._cachedTextureMatrix.m[5] = this._t2.y; this._cachedTextureMatrix.m[6] = this._t2.z; this._cachedTextureMatrix.m[8] = this._t0.x; this._cachedTextureMatrix.m[9] = this._t0.y; this._cachedTextureMatrix.m[10] = this._t0.z; return this._cachedTextureMatrix; }; Texture.prototype.getReflectionTextureMatrix = function () { if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) { return this._cachedTextureMatrix; } if (!this._cachedTextureMatrix) { this._cachedTextureMatrix = BABYLON.Matrix.Zero(); this._projectionModeMatrix = BABYLON.Matrix.Zero(); } this._cachedCoordinatesMode = this.coordinatesMode; switch (this.coordinatesMode) { case Texture.PLANAR_MODE: BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix); this._cachedTextureMatrix[0] = this.uScale; this._cachedTextureMatrix[5] = this.vScale; this._cachedTextureMatrix[12] = this.uOffset; this._cachedTextureMatrix[13] = this.vOffset; break; case Texture.PROJECTION_MODE: BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix); this._projectionModeMatrix.m[0] = 0.5; this._projectionModeMatrix.m[5] = -0.5; this._projectionModeMatrix.m[10] = 0.0; this._projectionModeMatrix.m[12] = 0.5; this._projectionModeMatrix.m[13] = 0.5; this._projectionModeMatrix.m[14] = 1.0; this._projectionModeMatrix.m[15] = 1.0; this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix); break; default: BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix); break; } return this._cachedTextureMatrix; }; Texture.prototype.clone = function () { var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; newTexture.wrapU = this.wrapU; newTexture.wrapV = this.wrapV; newTexture.coordinatesIndex = this.coordinatesIndex; newTexture.coordinatesMode = this.coordinatesMode; // Texture newTexture.uOffset = this.uOffset; newTexture.vOffset = this.vOffset; newTexture.uScale = this.uScale; newTexture.vScale = this.vScale; newTexture.uAng = this.uAng; newTexture.vAng = this.vAng; newTexture.wAng = this.wAng; return newTexture; }; // Statics Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) { if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; } if (onLoad === void 0) { onLoad = null; } if (onError === void 0) { onError = null; } return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data); }; // Constants Texture.NEAREST_SAMPLINGMODE = 1; Texture.BILINEAR_SAMPLINGMODE = 2; Texture.TRILINEAR_SAMPLINGMODE = 3; Texture.EXPLICIT_MODE = 0; Texture.SPHERICAL_MODE = 1; Texture.PLANAR_MODE = 2; Texture.CUBIC_MODE = 3; Texture.PROJECTION_MODE = 4; Texture.SKYBOX_MODE = 5; Texture.INVCUBIC_MODE = 6; Texture.EQUIRECTANGULAR_MODE = 7; Texture.FIXED_EQUIRECTANGULAR_MODE = 8; Texture.CLAMP_ADDRESSMODE = 0; Texture.WRAP_ADDRESSMODE = 1; Texture.MIRROR_ADDRESSMODE = 2; return Texture; })(BABYLON.BaseTexture); BABYLON.Texture = Texture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var CubeTexture = (function (_super) { __extends(CubeTexture, _super); function CubeTexture(rootUrl, scene, extensions, noMipmap) { _super.call(this, scene); this.coordinatesMode = BABYLON.Texture.CUBIC_MODE; this.name = rootUrl; this.url = rootUrl; this._noMipmap = noMipmap; this.hasAlpha = false; if (!rootUrl) { return; } this._texture = this._getFromCache(rootUrl, noMipmap); if (!extensions) { extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"]; } this._extensions = extensions; if (!this._texture) { if (!scene.useDelayedTextureLoading) { this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap); } else { this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED; } } this.isCube = true; this._textureMatrix = BABYLON.Matrix.Identity(); } CubeTexture.prototype.clone = function () { var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap); // Base texture newTexture.level = this.level; newTexture.wrapU = this.wrapU; newTexture.wrapV = this.wrapV; newTexture.coordinatesIndex = this.coordinatesIndex; newTexture.coordinatesMode = this.coordinatesMode; return newTexture; }; // Methods CubeTexture.prototype.delayLoad = function () { if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { return; } this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; this._texture = this._getFromCache(this.url, this._noMipmap); if (!this._texture) { this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions); } }; CubeTexture.prototype.getReflectionTextureMatrix = function () { return this._textureMatrix; }; return CubeTexture; })(BABYLON.BaseTexture); BABYLON.CubeTexture = CubeTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var RenderTargetTexture = (function (_super) { __extends(RenderTargetTexture, _super); function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube) { if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; } if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; } if (isCube === void 0) { isCube = false; } _super.call(this, null, scene, !generateMipMaps); this.isCube = isCube; this.renderList = new Array(); this.renderParticles = true; this.renderSprites = false; this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE; this._currentRefreshId = -1; this._refreshRate = 1; this.name = name; this.isRenderTarget = true; this._size = size; this._generateMipMaps = generateMipMaps; this._doNotChangeAspectRatio = doNotChangeAspectRatio; if (isCube) { this._texture = scene.getEngine().createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps }); this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE; this._textureMatrix = BABYLON.Matrix.Identity(); } else { this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type }); } // Rendering groups this._renderingManager = new BABYLON.RenderingManager(scene); } Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONCE", { get: function () { return RenderTargetTexture._REFRESHRATE_RENDER_ONCE; }, enumerable: true, configurable: true }); Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYFRAME", { get: function () { return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME; }, enumerable: true, configurable: true }); Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYTWOFRAMES", { get: function () { return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES; }, enumerable: true, configurable: true }); RenderTargetTexture.prototype.resetRefreshCounter = function () { this._currentRefreshId = -1; }; Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", { get: function () { return this._refreshRate; }, // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... set: function (value) { this._refreshRate = value; this.resetRefreshCounter(); }, enumerable: true, configurable: true }); RenderTargetTexture.prototype._shouldRender = function () { if (this._currentRefreshId === -1) { this._currentRefreshId = 1; return true; } if (this.refreshRate === this._currentRefreshId) { this._currentRefreshId = 1; return true; } this._currentRefreshId++; return false; }; RenderTargetTexture.prototype.isReady = function () { if (!this.getScene().renderTargetsEnabled) { return false; } return _super.prototype.isReady.call(this); }; RenderTargetTexture.prototype.getRenderSize = function () { return this._size; }; Object.defineProperty(RenderTargetTexture.prototype, "canRescale", { get: function () { return true; }, enumerable: true, configurable: true }); RenderTargetTexture.prototype.scale = function (ratio) { var newSize = this._size * ratio; this.resize(newSize, this._generateMipMaps); }; RenderTargetTexture.prototype.getReflectionTextureMatrix = function () { if (this.isCube) { return this._textureMatrix; } return _super.prototype.getReflectionTextureMatrix.call(this); }; RenderTargetTexture.prototype.resize = function (size, generateMipMaps) { this.releaseInternalTexture(); if (this.isCube) { this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size); } else { this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps); } }; RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) { var scene = this.getScene(); if (this._waitingRenderList) { this.renderList = []; for (var index = 0; index < this._waitingRenderList.length; index++) { var id = this._waitingRenderList[index]; this.renderList.push(scene.getMeshByID(id)); } delete this._waitingRenderList; } if (this.renderList && this.renderList.length === 0) { return; } // Prepare renderingManager this._renderingManager.reset(); var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; if (mesh) { if (!mesh.isReady()) { // Reset _currentRefreshId this.resetRefreshCounter(); continue; } if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) { mesh._activate(scene.getRenderId()); for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; scene._activeIndices += subMesh.indexCount; this._renderingManager.dispatch(subMesh); } } } } if (this.isCube) { for (var face = 0; face < 6; face++) { this.renderToTarget(face, currentRenderList, useCameraPostProcess, dumpForDebug); } } else { this.renderToTarget(0, currentRenderList, useCameraPostProcess, dumpForDebug); } if (this.onAfterUnbind) { this.onAfterUnbind(); } scene.resetCachedMaterial(); }; RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, useCameraPostProcess, dumpForDebug) { var scene = this.getScene(); var engine = scene.getEngine(); // Bind if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) { if (this.isCube) { engine.bindFramebuffer(this._texture, faceIndex); } else { engine.bindFramebuffer(this._texture); } } if (this.onBeforeRender) { this.onBeforeRender(faceIndex); } // Clear if (this.onClear) { this.onClear(engine); } else { engine.clear(scene.clearColor, true, true); } if (!this._doNotChangeAspectRatio) { scene.updateTransformMatrix(true); } // Render this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites); if (useCameraPostProcess) { scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex); } if (!this._doNotChangeAspectRatio) { scene.updateTransformMatrix(true); } if (this.onAfterRender) { this.onAfterRender(faceIndex); } // Dump ? if (dumpForDebug) { BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine); } // Unbind if (!this.isCube || faceIndex === 5) { if (this.isCube) { if (faceIndex === 5) { engine.generateMipMapsForCubemap(this._texture); } } engine.unBindFramebuffer(this._texture, this.isCube); } }; RenderTargetTexture.prototype.clone = function () { var textureSize = this.getSize(); var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; // RenderTarget Texture newTexture.coordinatesMode = this.coordinatesMode; newTexture.renderList = this.renderList.slice(0); return newTexture; }; RenderTargetTexture._REFRESHRATE_RENDER_ONCE = 0; RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1; RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2; return RenderTargetTexture; })(BABYLON.Texture); BABYLON.RenderTargetTexture = RenderTargetTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var ProceduralTexture = (function (_super) { __extends(ProceduralTexture, _super); function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) { if (generateMipMaps === void 0) { generateMipMaps = true; } _super.call(this, null, scene, !generateMipMaps); this.isEnabled = true; this._currentRefreshId = -1; this._refreshRate = 1; this._vertexDeclaration = [2]; this._vertexStrideSize = 2 * 4; this._uniforms = new Array(); this._samplers = new Array(); this._textures = new Array(); this._floats = new Array(); this._floatsArrays = {}; this._colors3 = new Array(); this._colors4 = new Array(); this._vectors2 = new Array(); this._vectors3 = new Array(); this._matrices = new Array(); this._fallbackTextureUsed = false; scene._proceduralTextures.push(this); this.name = name; this.isRenderTarget = true; this._size = size; this._generateMipMaps = generateMipMaps; this.setFragment(fragment); this._fallbackTexture = fallbackTexture; this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps); // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices); // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = scene.getEngine().createIndexBuffer(indices); } ProceduralTexture.prototype.reset = function () { if (this._effect === undefined) { return; } var engine = this.getScene().getEngine(); engine._releaseEffect(this._effect); }; ProceduralTexture.prototype.isReady = function () { var _this = this; var engine = this.getScene().getEngine(); var shaders; if (!this._fragment) { return false; } if (this._fallbackTextureUsed) { return true; } if (this._fragment.fragmentElement !== undefined) { shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement }; } else { shaders = { vertex: "procedural", fragment: this._fragment }; } this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () { _this.releaseInternalTexture(); if (_this._fallbackTexture) { _this._texture = _this._fallbackTexture._texture; _this._texture.references++; } _this._fallbackTextureUsed = true; }); return this._effect.isReady(); }; ProceduralTexture.prototype.resetRefreshCounter = function () { this._currentRefreshId = -1; }; ProceduralTexture.prototype.setFragment = function (fragment) { this._fragment = fragment; }; Object.defineProperty(ProceduralTexture.prototype, "refreshRate", { get: function () { return this._refreshRate; }, // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... set: function (value) { this._refreshRate = value; this.resetRefreshCounter(); }, enumerable: true, configurable: true }); ProceduralTexture.prototype._shouldRender = function () { if (!this.isEnabled || !this.isReady() || !this._texture) { return false; } if (this._fallbackTextureUsed) { return false; } if (this._currentRefreshId === -1) { this._currentRefreshId = 1; return true; } if (this.refreshRate === this._currentRefreshId) { this._currentRefreshId = 1; return true; } this._currentRefreshId++; return false; }; ProceduralTexture.prototype.getRenderSize = function () { return this._size; }; ProceduralTexture.prototype.resize = function (size, generateMipMaps) { if (this._fallbackTextureUsed) { return; } this.releaseInternalTexture(); this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps); }; ProceduralTexture.prototype._checkUniform = function (uniformName) { if (this._uniforms.indexOf(uniformName) === -1) { this._uniforms.push(uniformName); } }; ProceduralTexture.prototype.setTexture = function (name, texture) { if (this._samplers.indexOf(name) === -1) { this._samplers.push(name); } this._textures[name] = texture; return this; }; ProceduralTexture.prototype.setFloat = function (name, value) { this._checkUniform(name); this._floats[name] = value; return this; }; ProceduralTexture.prototype.setFloats = function (name, value) { this._checkUniform(name); this._floatsArrays[name] = value; return this; }; ProceduralTexture.prototype.setColor3 = function (name, value) { this._checkUniform(name); this._colors3[name] = value; return this; }; ProceduralTexture.prototype.setColor4 = function (name, value) { this._checkUniform(name); this._colors4[name] = value; return this; }; ProceduralTexture.prototype.setVector2 = function (name, value) { this._checkUniform(name); this._vectors2[name] = value; return this; }; ProceduralTexture.prototype.setVector3 = function (name, value) { this._checkUniform(name); this._vectors3[name] = value; return this; }; ProceduralTexture.prototype.setMatrix = function (name, value) { this._checkUniform(name); this._matrices[name] = value; return this; }; ProceduralTexture.prototype.render = function (useCameraPostProcess) { var scene = this.getScene(); var engine = scene.getEngine(); engine.bindFramebuffer(this._texture); // Clear engine.clear(scene.clearColor, true, true); // Render engine.enableEffect(this._effect); engine.setState(false); // Texture for (var name in this._textures) { this._effect.setTexture(name, this._textures[name]); } // Float for (name in this._floats) { this._effect.setFloat(name, this._floats[name]); } // Floats for (name in this._floatsArrays) { this._effect.setArray(name, this._floatsArrays[name]); } // Color3 for (name in this._colors3) { this._effect.setColor3(name, this._colors3[name]); } // Color4 for (name in this._colors4) { var color = this._colors4[name]; this._effect.setFloat4(name, color.r, color.g, color.b, color.a); } // Vector2 for (name in this._vectors2) { this._effect.setVector2(name, this._vectors2[name]); } // Vector3 for (name in this._vectors3) { this._effect.setVector3(name, this._vectors3[name]); } // Matrix for (name in this._matrices) { this._effect.setMatrix(name, this._matrices[name]); } // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect); // Draw order engine.draw(true, 0, 6); // Unbind engine.unBindFramebuffer(this._texture); }; ProceduralTexture.prototype.clone = function () { var textureSize = this.getSize(); var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; // RenderTarget Texture newTexture.coordinatesMode = this.coordinatesMode; return newTexture; }; ProceduralTexture.prototype.dispose = function () { var index = this.getScene()._proceduralTextures.indexOf(this); if (index >= 0) { this.getScene()._proceduralTextures.splice(index, 1); } _super.prototype.dispose.call(this); }; return ProceduralTexture; })(BABYLON.Texture); BABYLON.ProceduralTexture = ProceduralTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var MirrorTexture = (function (_super) { __extends(MirrorTexture, _super); function MirrorTexture(name, size, scene, generateMipMaps) { var _this = this; _super.call(this, name, size, scene, generateMipMaps, true); this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1); this._transformMatrix = BABYLON.Matrix.Zero(); this._mirrorMatrix = BABYLON.Matrix.Zero(); this.onBeforeRender = function () { BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix); _this._savedViewMatrix = scene.getViewMatrix(); _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix); scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix()); scene.clipPlane = _this.mirrorPlane; scene.getEngine().cullBackFaces = false; scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, _this._mirrorMatrix); }; this.onAfterRender = function () { scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix()); scene.getEngine().cullBackFaces = true; scene._mirroredCameraPosition = null; delete scene.clipPlane; }; } MirrorTexture.prototype.clone = function () { var textureSize = this.getSize(); var newTexture = new MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; // Mirror Texture newTexture.mirrorPlane = this.mirrorPlane.clone(); newTexture.renderList = this.renderList.slice(0); return newTexture; }; return MirrorTexture; })(BABYLON.RenderTargetTexture); BABYLON.MirrorTexture = MirrorTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DynamicTexture = (function (_super) { __extends(DynamicTexture, _super); function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } _super.call(this, null, scene, !generateMipMaps); this.name = name; this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._generateMipMaps = generateMipMaps; if (options.getContext) { this._canvas = options; this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode); } else { this._canvas = document.createElement("canvas"); if (options.width) { this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode); } else { this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode); } } var textureSize = this.getSize(); this._canvas.width = textureSize.width; this._canvas.height = textureSize.height; this._context = this._canvas.getContext("2d"); } Object.defineProperty(DynamicTexture.prototype, "canRescale", { get: function () { return true; }, enumerable: true, configurable: true }); DynamicTexture.prototype.scale = function (ratio) { var textureSize = this.getSize(); textureSize.width *= ratio; textureSize.height *= ratio; this._canvas.width = textureSize.width; this._canvas.height = textureSize.height; this.releaseInternalTexture(); this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode); }; DynamicTexture.prototype.getContext = function () { return this._context; }; DynamicTexture.prototype.clear = function () { var size = this.getSize(); this._context.fillRect(0, 0, size.width, size.height); }; DynamicTexture.prototype.update = function (invertY) { this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY); }; DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) { if (update === void 0) { update = true; } var size = this.getSize(); if (clearColor) { this._context.fillStyle = clearColor; this._context.fillRect(0, 0, size.width, size.height); } this._context.font = font; if (x === null) { var textSize = this._context.measureText(text); x = (size.width - textSize.width) / 2; } this._context.fillStyle = color; this._context.fillText(text, x, y); if (update) { this.update(invertY); } }; DynamicTexture.prototype.clone = function () { var textureSize = this.getSize(); var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; // Dynamic Texture newTexture.wrapU = this.wrapU; newTexture.wrapV = this.wrapV; return newTexture; }; return DynamicTexture; })(BABYLON.Texture); BABYLON.DynamicTexture = DynamicTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VideoTexture = (function (_super) { __extends(VideoTexture, _super); function VideoTexture(name, urls, scene, generateMipMaps, invertY, samplingMode) { var _this = this; if (generateMipMaps === void 0) { generateMipMaps = false; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } _super.call(this, null, scene, !generateMipMaps, invertY); this._autoLaunch = true; this.name = name; this.video = document.createElement("video"); this.video.autoplay = false; this.video.loop = true; this.video.addEventListener("canplaythrough", function () { if (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight)) { _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE; _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE; } else { _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; generateMipMaps = false; } _this._texture = scene.getEngine().createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, generateMipMaps, samplingMode, false); _this._texture.isReady = true; }); urls.forEach(function (url) { //Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850 var source = document.createElement("source"); source.src = url; _this.video.appendChild(source); }); this._lastUpdate = BABYLON.Tools.Now; } VideoTexture.prototype.update = function () { if (this._autoLaunch) { this._autoLaunch = false; this.video.play(); } var now = BABYLON.Tools.Now; if (now - this._lastUpdate < 15 || this.video.readyState !== this.video.HAVE_ENOUGH_DATA) { return false; } this._lastUpdate = now; this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY); return true; }; return VideoTexture; })(BABYLON.Texture); BABYLON.VideoTexture = VideoTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var CustomProceduralTexture = (function (_super) { __extends(CustomProceduralTexture, _super); function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps); this._animate = true; this._time = 0; this._texturePath = texturePath; //Try to load json this.loadJson(texturePath); this.refreshRate = 1; } CustomProceduralTexture.prototype.loadJson = function (jsonUrl) { var _this = this; var that = this; function noConfigFile() { BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element"); try { that.setFragment(that._texturePath); } catch (ex) { BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture"); } } var configFileUrl = jsonUrl + "/config.json"; var xhr = new XMLHttpRequest(); xhr.open("GET", configFileUrl, true); xhr.addEventListener("load", function () { if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) { try { _this._config = JSON.parse(xhr.response); _this.updateShaderUniforms(); _this.updateTextures(); _this.setFragment(_this._texturePath + "/custom"); _this._animate = _this._config.animate; _this.refreshRate = _this._config.refreshrate; } catch (ex) { noConfigFile(); } } else { noConfigFile(); } }, false); xhr.addEventListener("error", function () { noConfigFile(); }, false); try { xhr.send(); } catch (ex) { BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request."); } }; CustomProceduralTexture.prototype.isReady = function () { if (!_super.prototype.isReady.call(this)) { return false; } for (var name in this._textures) { var texture = this._textures[name]; if (!texture.isReady()) { return false; } } return true; }; CustomProceduralTexture.prototype.render = function (useCameraPostProcess) { if (this._animate) { this._time += this.getScene().getAnimationRatio() * 0.03; this.updateShaderUniforms(); } _super.prototype.render.call(this, useCameraPostProcess); }; CustomProceduralTexture.prototype.updateTextures = function () { for (var i = 0; i < this._config.sampler2Ds.length; i++) { this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene())); } }; CustomProceduralTexture.prototype.updateShaderUniforms = function () { if (this._config) { for (var j = 0; j < this._config.uniforms.length; j++) { var uniform = this._config.uniforms[j]; switch (uniform.type) { case "float": this.setFloat(uniform.name, uniform.value); break; case "color3": this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b)); break; case "color4": this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a)); break; case "vector2": this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y)); break; case "vector3": this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z)); break; } } } this.setFloat("time", this._time); }; Object.defineProperty(CustomProceduralTexture.prototype, "animate", { get: function () { return this._animate; }, set: function (value) { this._animate = value; }, enumerable: true, configurable: true }); return CustomProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.CustomProceduralTexture = CustomProceduralTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var EffectFallbacks = (function () { function EffectFallbacks() { this._defines = {}; this._currentRank = 32; this._maxRank = -1; } EffectFallbacks.prototype.addFallback = function (rank, define) { if (!this._defines[rank]) { if (rank < this._currentRank) { this._currentRank = rank; } if (rank > this._maxRank) { this._maxRank = rank; } this._defines[rank] = new Array(); } this._defines[rank].push(define); }; EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) { this._meshRank = rank; this._mesh = mesh; if (rank > this._maxRank) { this._maxRank = rank; } }; Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", { get: function () { return this._currentRank <= this._maxRank; }, enumerable: true, configurable: true }); EffectFallbacks.prototype.reduce = function (currentDefines) { var currentFallbacks = this._defines[this._currentRank]; for (var index = 0; index < currentFallbacks.length; index++) { currentDefines = currentDefines.replace("#define " + currentFallbacks[index], ""); } if (this._mesh && this._currentRank === this._meshRank) { this._mesh.computeBonesUsingShaders = false; currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0"); BABYLON.Tools.Log("Falling back to CPU skinning for " + this._mesh.name); } this._currentRank++; return currentDefines; }; return EffectFallbacks; })(); BABYLON.EffectFallbacks = EffectFallbacks; var Effect = (function () { function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) { var _this = this; this._isReady = false; this._compilationError = ""; this._valueCache = []; this._engine = engine; this.name = baseName; this.defines = defines; this._uniformsNames = uniformsNames.concat(samplers); this._samplers = samplers; this._attributesNames = attributesNames; this.onError = onError; this.onCompiled = onCompiled; var vertexSource; var fragmentSource; if (baseName.vertexElement) { vertexSource = document.getElementById(baseName.vertexElement); if (!vertexSource) { vertexSource = baseName.vertexElement; } } else { vertexSource = baseName.vertex || baseName; } if (baseName.fragmentElement) { fragmentSource = document.getElementById(baseName.fragmentElement); if (!fragmentSource) { fragmentSource = baseName.fragmentElement; } } else { fragmentSource = baseName.fragment || baseName; } this._loadVertexShader(vertexSource, function (vertexCode) { _this._loadFragmentShader(fragmentSource, function (fragmentCode) { _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks); }); }); } // Properties Effect.prototype.isReady = function () { return this._isReady; }; Effect.prototype.getProgram = function () { return this._program; }; Effect.prototype.getAttributesNames = function () { return this._attributesNames; }; Effect.prototype.getAttributeLocation = function (index) { return this._attributes[index]; }; Effect.prototype.getAttributeLocationByName = function (name) { var index = this._attributesNames.indexOf(name); return this._attributes[index]; }; Effect.prototype.getAttributesCount = function () { return this._attributes.length; }; Effect.prototype.getUniformIndex = function (uniformName) { return this._uniformsNames.indexOf(uniformName); }; Effect.prototype.getUniform = function (uniformName) { return this._uniforms[this._uniformsNames.indexOf(uniformName)]; }; Effect.prototype.getSamplers = function () { return this._samplers; }; Effect.prototype.getCompilationError = function () { return this._compilationError; }; // Methods Effect.prototype._loadVertexShader = function (vertex, callback) { // DOM element ? if (vertex instanceof HTMLElement) { var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex); callback(vertexCode); return; } // Is in local store ? if (Effect.ShadersStore[vertex + "VertexShader"]) { callback(Effect.ShadersStore[vertex + "VertexShader"]); return; } var vertexShaderUrl; if (vertex[0] === "." || vertex[0] === "/") { vertexShaderUrl = vertex; } else { vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex; } // Vertex shader BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback); }; Effect.prototype._loadFragmentShader = function (fragment, callback) { // DOM element ? if (fragment instanceof HTMLElement) { var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment); callback(fragmentCode); return; } // Is in local store ? if (Effect.ShadersStore[fragment + "PixelShader"]) { callback(Effect.ShadersStore[fragment + "PixelShader"]); return; } if (Effect.ShadersStore[fragment + "FragmentShader"]) { callback(Effect.ShadersStore[fragment + "FragmentShader"]); return; } var fragmentShaderUrl; if (fragment[0] === "." || fragment[0] === "/") { fragmentShaderUrl = fragment; } else { fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment; } // Fragment shader BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback); }; Effect.prototype._dumpShadersName = function () { if (this.name.vertexElement) { BABYLON.Tools.Error("Vertex shader:" + this.name.vertexElement); BABYLON.Tools.Error("Fragment shader:" + this.name.fragmentElement); } else if (this.name.vertex) { BABYLON.Tools.Error("Vertex shader:" + this.name.vertex); BABYLON.Tools.Error("Fragment shader:" + this.name.fragment); } else { BABYLON.Tools.Error("Vertex shader:" + this.name); BABYLON.Tools.Error("Fragment shader:" + this.name); } }; Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) { try { var engine = this._engine; if (!engine.getCaps().highPrecisionShaderSupported) { vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float"); fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float"); } this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines); this._uniforms = engine.getUniforms(this._program, this._uniformsNames); this._attributes = engine.getAttributes(this._program, attributesNames); for (var index = 0; index < this._samplers.length; index++) { var sampler = this.getUniform(this._samplers[index]); if (sampler == null) { this._samplers.splice(index, 1); index--; } } engine.bindSamplers(this); this._isReady = true; if (this.onCompiled) { this.onCompiled(this); } } catch (e) { // Is it a problem with precision? if (e.message.indexOf("highp") !== -1) { vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float"); fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float"); this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks); return; } // Let's go through fallbacks then if (fallbacks && fallbacks.isMoreFallbacks) { BABYLON.Tools.Error("Unable to compile effect with current defines. Trying next fallback."); this._dumpShadersName(); defines = fallbacks.reduce(defines); this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks); } else { BABYLON.Tools.Error("Unable to compile effect: "); this._dumpShadersName(); BABYLON.Tools.Error("Defines: " + defines); BABYLON.Tools.Error("Error: " + e.message); this._compilationError = e.message; if (this.onError) { this.onError(this, this._compilationError); } } } }; Object.defineProperty(Effect.prototype, "isSupported", { get: function () { return this._compilationError === ""; }, enumerable: true, configurable: true }); Effect.prototype._bindTexture = function (channel, texture) { this._engine._bindTexture(this._samplers.indexOf(channel), texture); }; Effect.prototype.setTexture = function (channel, texture) { this._engine.setTexture(this._samplers.indexOf(channel), texture); }; Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) { this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess); }; Effect.prototype._cacheMatrix = function (uniformName, matrix) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = new BABYLON.Matrix(); } for (var index = 0; index < 16; index++) { this._valueCache[uniformName].m[index] = matrix.m[index]; } }; Effect.prototype._cacheFloat2 = function (uniformName, x, y) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; }; Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y, z]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; this._valueCache[uniformName][2] = z; }; Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y, z, w]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; this._valueCache[uniformName][2] = z; this._valueCache[uniformName][3] = w; }; Effect.prototype.setArray = function (uniformName, array) { this._engine.setArray(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray2 = function (uniformName, array) { this._engine.setArray2(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray3 = function (uniformName, array) { this._engine.setArray3(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray4 = function (uniformName, array) { this._engine.setArray4(this.getUniform(uniformName), array); return this; }; Effect.prototype.setMatrices = function (uniformName, matrices) { this._engine.setMatrices(this.getUniform(uniformName), matrices); return this; }; Effect.prototype.setMatrix = function (uniformName, matrix) { if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix)) return this; this._cacheMatrix(uniformName, matrix); this._engine.setMatrix(this.getUniform(uniformName), matrix); return this; }; Effect.prototype.setMatrix3x3 = function (uniformName, matrix) { this._engine.setMatrix3x3(this.getUniform(uniformName), matrix); return this; }; Effect.prototype.setMatrix2x2 = function (uniformname, matrix) { this._engine.setMatrix2x2(this.getUniform(uniformname), matrix); return this; }; Effect.prototype.setFloat = function (uniformName, value) { if (this._valueCache[uniformName] && this._valueCache[uniformName] === value) return this; this._valueCache[uniformName] = value; this._engine.setFloat(this.getUniform(uniformName), value); return this; }; Effect.prototype.setBool = function (uniformName, bool) { if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool) return this; this._valueCache[uniformName] = bool; this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0); return this; }; Effect.prototype.setVector2 = function (uniformName, vector2) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y) return this; this._cacheFloat2(uniformName, vector2.x, vector2.y); this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y); return this; }; Effect.prototype.setFloat2 = function (uniformName, x, y) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y) return this; this._cacheFloat2(uniformName, x, y); this._engine.setFloat2(this.getUniform(uniformName), x, y); return this; }; Effect.prototype.setVector3 = function (uniformName, vector3) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z) return this; this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z); this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z); return this; }; Effect.prototype.setFloat3 = function (uniformName, x, y, z) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z) return this; this._cacheFloat3(uniformName, x, y, z); this._engine.setFloat3(this.getUniform(uniformName), x, y, z); return this; }; Effect.prototype.setVector4 = function (uniformName, vector4) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector4.x && this._valueCache[uniformName][1] === vector4.y && this._valueCache[uniformName][2] === vector4.z && this._valueCache[uniformName][3] === vector4.w) return this; this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w); this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w); return this; }; Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w) return this; this._cacheFloat4(uniformName, x, y, z, w); this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w); return this; }; Effect.prototype.setColor3 = function (uniformName, color3) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b) return this; this._cacheFloat3(uniformName, color3.r, color3.g, color3.b); this._engine.setColor3(this.getUniform(uniformName), color3); return this; }; Effect.prototype.setColor4 = function (uniformName, color3, alpha) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b && this._valueCache[uniformName][3] === alpha) return this; this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha); this._engine.setColor4(this.getUniform(uniformName), color3, alpha); return this; }; // Statics Effect.ShadersStore = {}; return Effect; })(); BABYLON.Effect = Effect; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var MaterialDefines = (function () { function MaterialDefines() { } MaterialDefines.prototype.isEqual = function (other) { for (var index = 0; index < this._keys.length; index++) { var prop = this._keys[index]; if (this[prop] !== other[prop]) { return false; } } return true; }; MaterialDefines.prototype.cloneTo = function (other) { for (var index = 0; index < this._keys.length; index++) { var prop = this._keys[index]; other[prop] = this[prop]; } }; MaterialDefines.prototype.reset = function () { for (var index = 0; index < this._keys.length; index++) { var prop = this._keys[index]; if (typeof (this[prop]) === "number") { this[prop] = 0; } else { this[prop] = false; } } }; MaterialDefines.prototype.toString = function () { var result = ""; for (var index = 0; index < this._keys.length; index++) { var prop = this._keys[index]; if (typeof (this[prop]) === "number") { result += "#define " + prop + " " + this[prop] + "\n"; } else if (this[prop]) { result += "#define " + prop + "\n"; } } return result; }; return MaterialDefines; })(); BABYLON.MaterialDefines = MaterialDefines; var Material = (function () { function Material(name, scene, doNotAdd) { this.name = name; this.checkReadyOnEveryCall = false; this.checkReadyOnlyOnce = false; this.state = ""; this.alpha = 1.0; this.backFaceCulling = true; this.sideOrientation = Material.CounterClockWiseSideOrientation; this.alphaMode = BABYLON.Engine.ALPHA_COMBINE; this.disableDepthWrite = false; this.fogEnabled = true; this._wasPreviouslyReady = false; this._fillMode = Material.TriangleFillMode; this.pointSize = 1.0; this.zOffset = 0; this.id = name; this._scene = scene; if (!doNotAdd) { scene.materials.push(this); } } Object.defineProperty(Material, "TriangleFillMode", { get: function () { return Material._TriangleFillMode; }, enumerable: true, configurable: true }); Object.defineProperty(Material, "WireFrameFillMode", { get: function () { return Material._WireFrameFillMode; }, enumerable: true, configurable: true }); Object.defineProperty(Material, "PointFillMode", { get: function () { return Material._PointFillMode; }, enumerable: true, configurable: true }); Object.defineProperty(Material, "ClockWiseSideOrientation", { get: function () { return Material._ClockWiseSideOrientation; }, enumerable: true, configurable: true }); Object.defineProperty(Material, "CounterClockWiseSideOrientation", { get: function () { return Material._CounterClockWiseSideOrientation; }, enumerable: true, configurable: true }); Object.defineProperty(Material.prototype, "wireframe", { get: function () { return this._fillMode === Material.WireFrameFillMode; }, set: function (value) { this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode); }, enumerable: true, configurable: true }); Object.defineProperty(Material.prototype, "pointsCloud", { get: function () { return this._fillMode === Material.PointFillMode; }, set: function (value) { this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode); }, enumerable: true, configurable: true }); Object.defineProperty(Material.prototype, "fillMode", { get: function () { return this._fillMode; }, set: function (value) { this._fillMode = value; }, enumerable: true, configurable: true }); Material.prototype.isReady = function (mesh, useInstances) { return true; }; Material.prototype.getEffect = function () { return this._effect; }; Material.prototype.getScene = function () { return this._scene; }; Material.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; Material.prototype.needAlphaTesting = function () { return false; }; Material.prototype.getAlphaTestTexture = function () { return null; }; Material.prototype.trackCreation = function (onCompiled, onError) { }; Material.prototype.markDirty = function () { this._wasPreviouslyReady = false; }; Material.prototype._preBind = function () { var engine = this._scene.getEngine(); engine.enableEffect(this._effect); engine.setState(this.backFaceCulling, this.zOffset, false, this.sideOrientation === Material.ClockWiseSideOrientation); }; Material.prototype.bind = function (world, mesh) { this._scene._cachedMaterial = this; if (this.onBind) { this.onBind(this, mesh); } if (this.disableDepthWrite) { var engine = this._scene.getEngine(); this._cachedDepthWriteState = engine.getDepthWrite(); engine.setDepthWrite(false); } }; Material.prototype.bindOnlyWorldMatrix = function (world) { }; Material.prototype.unbind = function () { if (this.disableDepthWrite) { var engine = this._scene.getEngine(); engine.setDepthWrite(this._cachedDepthWriteState); } }; Material.prototype.clone = function (name) { return null; }; Material.prototype.getBindedMeshes = function () { var result = new Array(); for (var index = 0; index < this._scene.meshes.length; index++) { var mesh = this._scene.meshes[index]; if (mesh.material === this) { result.push(mesh); } } return result; }; Material.prototype.dispose = function (forceDisposeEffect) { // Animations this.getScene().stopAnimation(this); // Remove from scene var index = this._scene.materials.indexOf(this); if (index >= 0) { this._scene.materials.splice(index, 1); } // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect if (forceDisposeEffect && this._effect) { this._scene.getEngine()._releaseEffect(this._effect); this._effect = null; } // Remove from meshes for (index = 0; index < this._scene.meshes.length; index++) { var mesh = this._scene.meshes[index]; if (mesh.material === this) { mesh.material = null; } } // Callback if (this.onDispose) { this.onDispose(); } }; Material.prototype.copyTo = function (other) { other.checkReadyOnlyOnce = this.checkReadyOnlyOnce; other.checkReadyOnEveryCall = this.checkReadyOnEveryCall; other.alpha = this.alpha; other.fillMode = this.fillMode; other.backFaceCulling = this.backFaceCulling; other.fogEnabled = this.fogEnabled; other.wireframe = this.wireframe; other.zOffset = this.zOffset; other.alphaMode = this.alphaMode; other.sideOrientation = this.sideOrientation; other.disableDepthWrite = this.disableDepthWrite; other.pointSize = this.pointSize; other.pointsCloud = this.pointsCloud; }; Material._TriangleFillMode = 0; Material._WireFrameFillMode = 1; Material._PointFillMode = 2; Material._ClockWiseSideOrientation = 0; Material._CounterClockWiseSideOrientation = 1; return Material; })(); BABYLON.Material = Material; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var maxSimultaneousLights = 4; var FresnelParameters = (function () { function FresnelParameters() { this.isEnabled = true; this.leftColor = BABYLON.Color3.White(); this.rightColor = BABYLON.Color3.Black(); this.bias = 0; this.power = 1; } FresnelParameters.prototype.clone = function () { var newFresnelParameters = new FresnelParameters(); BABYLON.Tools.DeepCopy(this, newFresnelParameters); return new FresnelParameters; }; return FresnelParameters; })(); BABYLON.FresnelParameters = FresnelParameters; var StandardMaterialDefines = (function (_super) { __extends(StandardMaterialDefines, _super); function StandardMaterialDefines() { _super.call(this); this.DIFFUSE = false; this.AMBIENT = false; this.OPACITY = false; this.OPACITYRGB = false; this.REFLECTION = false; this.EMISSIVE = false; this.SPECULAR = false; this.BUMP = false; this.SPECULAROVERALPHA = false; this.CLIPPLANE = false; this.ALPHATEST = false; this.ALPHAFROMDIFFUSE = false; this.POINTSIZE = false; this.FOG = false; this.LIGHT0 = false; this.LIGHT1 = false; this.LIGHT2 = false; this.LIGHT3 = false; this.SPOTLIGHT0 = false; this.SPOTLIGHT1 = false; this.SPOTLIGHT2 = false; this.SPOTLIGHT3 = false; this.HEMILIGHT0 = false; this.HEMILIGHT1 = false; this.HEMILIGHT2 = false; this.HEMILIGHT3 = false; this.POINTLIGHT0 = false; this.POINTLIGHT1 = false; this.POINTLIGHT2 = false; this.POINTLIGHT3 = false; this.DIRLIGHT0 = false; this.DIRLIGHT1 = false; this.DIRLIGHT2 = false; this.DIRLIGHT3 = false; this.SPECULARTERM = false; this.SHADOW0 = false; this.SHADOW1 = false; this.SHADOW2 = false; this.SHADOW3 = false; this.SHADOWS = false; this.SHADOWVSM0 = false; this.SHADOWVSM1 = false; this.SHADOWVSM2 = false; this.SHADOWVSM3 = false; this.SHADOWPCF0 = false; this.SHADOWPCF1 = false; this.SHADOWPCF2 = false; this.SHADOWPCF3 = false; this.DIFFUSEFRESNEL = false; this.OPACITYFRESNEL = false; this.REFLECTIONFRESNEL = false; this.EMISSIVEFRESNEL = false; this.FRESNEL = false; this.NORMAL = false; this.UV1 = false; this.UV2 = false; this.VERTEXCOLOR = false; this.VERTEXALPHA = false; this.NUM_BONE_INFLUENCERS = 0; this.BonesPerMesh = 0; this.INSTANCES = false; this.GLOSSINESS = false; this.ROUGHNESS = false; this.EMISSIVEASILLUMINATION = false; this.LINKEMISSIVEWITHDIFFUSE = false; this.REFLECTIONFRESNELFROMSPECULAR = false; this.LIGHTMAP = false; this.USELIGHTMAPASSHADOWMAP = false; this.REFLECTIONMAP_3D = false; this.REFLECTIONMAP_SPHERICAL = false; this.REFLECTIONMAP_PLANAR = false; this.REFLECTIONMAP_CUBIC = false; this.REFLECTIONMAP_PROJECTION = false; this.REFLECTIONMAP_SKYBOX = false; this.REFLECTIONMAP_EXPLICIT = false; this.REFLECTIONMAP_EQUIRECTANGULAR = false; this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false; this.INVERTCUBICMAP = false; this.LOGARITHMICDEPTH = false; this._keys = Object.keys(this); } return StandardMaterialDefines; })(BABYLON.MaterialDefines); var StandardMaterial = (function (_super) { __extends(StandardMaterial, _super); function StandardMaterial(name, scene) { var _this = this; _super.call(this, name, scene); this.ambientColor = new BABYLON.Color3(0, 0, 0); this.diffuseColor = new BABYLON.Color3(1, 1, 1); this.specularColor = new BABYLON.Color3(1, 1, 1); this.specularPower = 64; this.emissiveColor = new BABYLON.Color3(0, 0, 0); this.useAlphaFromDiffuseTexture = false; this.useEmissiveAsIllumination = false; this.linkEmissiveWithDiffuse = false; this.useReflectionFresnelFromSpecular = false; this.useSpecularOverAlpha = true; this.disableLighting = false; this.roughness = 0; this.useLightmapAsShadowmap = false; this.useGlossinessFromSpecularMapAlpha = false; this._renderTargets = new BABYLON.SmartArray(16); this._worldViewProjectionMatrix = BABYLON.Matrix.Zero(); this._globalAmbientColor = new BABYLON.Color3(0, 0, 0); this._defines = new StandardMaterialDefines(); this._cachedDefines = new StandardMaterialDefines(); this._cachedDefines.BonesPerMesh = -1; this.getRenderTargetTextures = function () { _this._renderTargets.reset(); if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) { _this._renderTargets.push(_this.reflectionTexture); } return _this._renderTargets; }; } Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", { get: function () { return this._useLogarithmicDepth; }, set: function (value) { this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported; }, enumerable: true, configurable: true }); StandardMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled; }; StandardMaterial.prototype.needAlphaTesting = function () { return this.diffuseTexture != null && this.diffuseTexture.hasAlpha; }; StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () { return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture; }; StandardMaterial.prototype.getAlphaTestTexture = function () { return this.diffuseTexture; }; // Methods StandardMaterial.prototype._checkCache = function (scene, mesh, useInstances) { if (!mesh) { return true; } if (this._defines.INSTANCES !== useInstances) { return false; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; }; StandardMaterial.PrepareDefinesForLights = function (scene, mesh, defines) { var lightIndex = 0; var needNormals = false; for (var index = 0; index < scene.lights.length; index++) { var light = scene.lights[index]; if (!light.isEnabled()) { continue; } // Excluded check if (light._excludedMeshesIds.length > 0) { for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) { var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]); if (excludedMesh) { light.excludedMeshes.push(excludedMesh); } } light._excludedMeshesIds = []; } // Included check if (light._includedOnlyMeshesIds.length > 0) { for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) { var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]); if (includedOnlyMesh) { light.includedOnlyMeshes.push(includedOnlyMesh); } } light._includedOnlyMeshesIds = []; } if (!light.canAffectMesh(mesh)) { continue; } needNormals = true; defines["LIGHT" + lightIndex] = true; var type; if (light instanceof BABYLON.SpotLight) { type = "SPOTLIGHT" + lightIndex; } else if (light instanceof BABYLON.HemisphericLight) { type = "HEMILIGHT" + lightIndex; } else if (light instanceof BABYLON.PointLight) { type = "POINTLIGHT" + lightIndex; } else { type = "DIRLIGHT" + lightIndex; } defines[type] = true; // Specular if (!light.specular.equalsFloats(0, 0, 0)) { defines["SPECULARTERM"] = true; } // Shadows if (scene.shadowsEnabled) { var shadowGenerator = light.getShadowGenerator(); if (mesh && mesh.receiveShadows && shadowGenerator) { defines["SHADOW" + lightIndex] = true; defines["SHADOWS"] = true; if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { defines["SHADOWVSM" + lightIndex] = true; } if (shadowGenerator.usePoissonSampling) { defines["SHADOWPCF" + lightIndex] = true; } } } lightIndex++; if (lightIndex === maxSimultaneousLights) break; } return needNormals; }; StandardMaterial.BindLights = function (scene, mesh, effect, defines) { var lightIndex = 0; for (var index = 0; index < scene.lights.length; index++) { var light = scene.lights[index]; if (!light.isEnabled()) { continue; } if (!light.canAffectMesh(mesh)) { continue; } if (light instanceof BABYLON.PointLight) { // Point Light light.transferToEffect(effect, "vLightData" + lightIndex); } else if (light instanceof BABYLON.DirectionalLight) { // Directional Light light.transferToEffect(effect, "vLightData" + lightIndex); } else if (light instanceof BABYLON.SpotLight) { // Spot Light light.transferToEffect(effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex); } else if (light instanceof BABYLON.HemisphericLight) { // Hemispheric Light light.transferToEffect(effect, "vLightData" + lightIndex, "vLightGround" + lightIndex); } light.diffuse.scaleToRef(light.intensity, StandardMaterial._scaledDiffuse); effect.setColor4("vLightDiffuse" + lightIndex, StandardMaterial._scaledDiffuse, light.range); if (defines["SPECULARTERM"]) { light.specular.scaleToRef(light.intensity, StandardMaterial._scaledSpecular); effect.setColor3("vLightSpecular" + lightIndex, StandardMaterial._scaledSpecular); } // Shadows if (scene.shadowsEnabled) { var shadowGenerator = light.getShadowGenerator(); if (mesh.receiveShadows && shadowGenerator) { if (!light.needCube()) { effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); } effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering()); effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias); } } lightIndex++; if (lightIndex === maxSimultaneousLights) break; } }; StandardMaterial.prototype.isReady = function (mesh, useInstances) { if (this.checkReadyOnlyOnce) { if (this._wasPreviouslyReady) { return true; } } var scene = this.getScene(); if (!this.checkReadyOnEveryCall) { if (this._renderId === scene.getRenderId()) { if (this._checkCache(scene, mesh, useInstances)) { return true; } } } var engine = scene.getEngine(); var needNormals = false; var needUVs = false; this._defines.reset(); // Textures if (scene.texturesEnabled) { if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) { if (!this.diffuseTexture.isReady()) { return false; } else { needUVs = true; this._defines.DIFFUSE = true; } } if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) { if (!this.ambientTexture.isReady()) { return false; } else { needUVs = true; this._defines.AMBIENT = true; } } if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) { if (!this.opacityTexture.isReady()) { return false; } else { needUVs = true; this._defines.OPACITY = true; if (this.opacityTexture.getAlphaFromRGB) { this._defines.OPACITYRGB = true; } } } if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) { if (!this.reflectionTexture.isReady()) { return false; } else { needNormals = true; this._defines.REFLECTION = true; if (this.roughness > 0) { this._defines.ROUGHNESS = true; } if (this.reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) { this._defines.INVERTCUBICMAP = true; } this._defines.REFLECTIONMAP_3D = this.reflectionTexture.isCube; switch (this.reflectionTexture.coordinatesMode) { case BABYLON.Texture.CUBIC_MODE: case BABYLON.Texture.INVCUBIC_MODE: this._defines.REFLECTIONMAP_CUBIC = true; break; case BABYLON.Texture.EXPLICIT_MODE: this._defines.REFLECTIONMAP_EXPLICIT = true; break; case BABYLON.Texture.PLANAR_MODE: this._defines.REFLECTIONMAP_PLANAR = true; break; case BABYLON.Texture.PROJECTION_MODE: this._defines.REFLECTIONMAP_PROJECTION = true; break; case BABYLON.Texture.SKYBOX_MODE: this._defines.REFLECTIONMAP_SKYBOX = true; break; case BABYLON.Texture.SPHERICAL_MODE: this._defines.REFLECTIONMAP_SPHERICAL = true; break; case BABYLON.Texture.EQUIRECTANGULAR_MODE: this._defines.REFLECTIONMAP_EQUIRECTANGULAR = true; break; case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE: this._defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true; break; } } } if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) { if (!this.emissiveTexture.isReady()) { return false; } else { needUVs = true; this._defines.EMISSIVE = true; } } if (this.lightmapTexture && StandardMaterial.LightmapEnabled) { if (!this.lightmapTexture.isReady()) { return false; } else { needUVs = true; this._defines.LIGHTMAP = true; this._defines.USELIGHTMAPASSHADOWMAP = this.useLightmapAsShadowmap; } } if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) { if (!this.specularTexture.isReady()) { return false; } else { needUVs = true; this._defines.SPECULAR = true; this._defines.GLOSSINESS = this.useGlossinessFromSpecularMapAlpha; } } } if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) { if (!this.bumpTexture.isReady()) { return false; } else { needUVs = true; this._defines.BUMP = true; } } // Effect if (scene.clipPlane) { this._defines.CLIPPLANE = true; } if (engine.getAlphaTesting()) { this._defines.ALPHATEST = true; } if (this._shouldUseAlphaFromDiffuseTexture()) { this._defines.ALPHAFROMDIFFUSE = true; } if (this.useEmissiveAsIllumination) { this._defines.EMISSIVEASILLUMINATION = true; } if (this.linkEmissiveWithDiffuse) { this._defines.LINKEMISSIVEWITHDIFFUSE = true; } if (this.useReflectionFresnelFromSpecular) { this._defines.REFLECTIONFRESNELFROMSPECULAR = true; } if (this.useLogarithmicDepth) { this._defines.LOGARITHMICDEPTH = true; } // Point size if (this.pointsCloud || scene.forcePointsCloud) { this._defines.POINTSIZE = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } if (scene.lightsEnabled && !this.disableLighting) { needNormals = StandardMaterial.PrepareDefinesForLights(scene, mesh, this._defines); } if (StandardMaterial.FresnelEnabled) { // Fresnel if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) { if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) { this._defines.DIFFUSEFRESNEL = true; } if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) { this._defines.OPACITYFRESNEL = true; } if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) { this._defines.REFLECTIONFRESNEL = true; } if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) { this._defines.EMISSIVEFRESNEL = true; } needNormals = true; this._defines.FRESNEL = true; } } if (this._defines.SPECULARTERM && this.useSpecularOverAlpha) { this._defines.SPECULAROVERALPHA = true; } // Attribs if (mesh) { if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { this._defines.NORMAL = true; } if (needUVs) { if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { this._defines.UV1 = true; } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { this._defines.UV2 = true; } } if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { this._defines.VERTEXCOLOR = true; if (mesh.hasVertexAlpha) { this._defines.VERTEXALPHA = true; } } if (mesh.useBones && mesh.computeBonesUsingShaders) { this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers; this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1); } // Instances if (useInstances) { this._defines.INSTANCES = true; } } // Get correct effect if (!this._defines.isEqual(this._cachedDefines)) { this._defines.cloneTo(this._cachedDefines); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (this._defines.REFLECTION) { fallbacks.addFallback(0, "REFLECTION"); } if (this._defines.SPECULAR) { fallbacks.addFallback(0, "SPECULAR"); } if (this._defines.BUMP) { fallbacks.addFallback(0, "BUMP"); } if (this._defines.SPECULAROVERALPHA) { fallbacks.addFallback(0, "SPECULAROVERALPHA"); } if (this._defines.FOG) { fallbacks.addFallback(1, "FOG"); } if (this._defines.POINTSIZE) { fallbacks.addFallback(0, "POINTSIZE"); } if (this._defines.LOGARITHMICDEPTH) { fallbacks.addFallback(0, "LOGARITHMICDEPTH"); } for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) { if (!this._defines["LIGHT" + lightIndex]) { continue; } if (lightIndex > 0) { fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex); } if (this._defines["SHADOW" + lightIndex]) { fallbacks.addFallback(0, "SHADOW" + lightIndex); } if (this._defines["SHADOWPCF" + lightIndex]) { fallbacks.addFallback(0, "SHADOWPCF" + lightIndex); } if (this._defines["SHADOWVSM" + lightIndex]) { fallbacks.addFallback(0, "SHADOWVSM" + lightIndex); } } if (this._defines.SPECULARTERM) { fallbacks.addFallback(0, "SPECULARTERM"); } if (this._defines.DIFFUSEFRESNEL) { fallbacks.addFallback(1, "DIFFUSEFRESNEL"); } if (this._defines.OPACITYFRESNEL) { fallbacks.addFallback(2, "OPACITYFRESNEL"); } if (this._defines.REFLECTIONFRESNEL) { fallbacks.addFallback(3, "REFLECTIONFRESNEL"); } if (this._defines.EMISSIVEFRESNEL) { fallbacks.addFallback(4, "EMISSIVEFRESNEL"); } if (this._defines.FRESNEL) { fallbacks.addFallback(4, "FRESNEL"); } if (this._defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (this._defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } if (this._defines.UV1) { attribs.push(BABYLON.VertexBuffer.UVKind); } if (this._defines.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (this._defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } if (this._defines.NUM_BONE_INFLUENCERS > 0) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); if (this._defines.NUM_BONE_INFLUENCERS > 4) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind); } } if (this._defines.INSTANCES) { attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Legacy browser patch var shaderName = "default"; if (!scene.getEngine().getCaps().standardDerivatives) { shaderName = "legacydefault"; } var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "mBones", "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "lightmapMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "logarithmicDepthConstant" ], ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3" ], join, fallbacks, this.onCompiled, this.onError); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new StandardMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; StandardMaterial.prototype.unbind = function () { if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) { this._effect.setTexture("reflection2DSampler", null); } _super.prototype.unbind.call(this); }; StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; StandardMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } if (scene.getCachedMaterial() !== this) { if (StandardMaterial.FresnelEnabled) { // Fresnel if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) { this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power); this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias); } if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) { this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power); } if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) { this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power); this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias); } if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) { this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power); this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias); } } // Textures if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) { this._effect.setTexture("diffuseSampler", this.diffuseTexture); this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level); this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix()); } if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) { this._effect.setTexture("ambientSampler", this.ambientTexture); this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level); this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix()); } if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) { this._effect.setTexture("opacitySampler", this.opacityTexture); this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level); this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix()); } if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) { if (this.reflectionTexture.isCube) { this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture); } else { this._effect.setTexture("reflection2DSampler", this.reflectionTexture); } this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix()); this._effect.setFloat2("vReflectionInfos", this.reflectionTexture.level, this.roughness); } if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) { this._effect.setTexture("emissiveSampler", this.emissiveTexture); this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level); this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix()); } if (this.lightmapTexture && StandardMaterial.LightmapEnabled) { this._effect.setTexture("lightmapSampler", this.lightmapTexture); this._effect.setFloat2("vLightmapInfos", this.lightmapTexture.coordinatesIndex, this.lightmapTexture.level); this._effect.setMatrix("lightmapMatrix", this.lightmapTexture.getTextureMatrix()); } if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) { this._effect.setTexture("specularSampler", this.specularTexture); this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level); this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix()); } if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) { this._effect.setTexture("bumpSampler", this.bumpTexture); this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level); this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix()); } // Clip plane if (scene.clipPlane) { var clipPlane = scene.clipPlane; this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); } // Point size if (this.pointsCloud) { this._effect.setFloat("pointSize", this.pointSize); } // Colors scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor); this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position); this._effect.setColor3("vAmbientColor", this._globalAmbientColor); if (this._defines.SPECULARTERM) { this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower); } this._effect.setColor3("vEmissiveColor", this.emissiveColor); } // Diffuse this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility); // Lights if (scene.lightsEnabled && !this.disableLighting) { StandardMaterial.BindLights(scene, mesh, this._effect, this._defines); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity); this._effect.setColor3("vFogColor", scene.fogColor); } // Log. depth if (this._defines.LOGARITHMICDEPTH) { this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2)); } _super.prototype.bind.call(this, world, mesh); }; StandardMaterial.prototype.getAnimatables = function () { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) { results.push(this.ambientTexture); } if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) { results.push(this.opacityTexture); } if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) { results.push(this.reflectionTexture); } if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) { results.push(this.emissiveTexture); } if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) { results.push(this.specularTexture); } if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) { results.push(this.bumpTexture); } return results; }; StandardMaterial.prototype.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } if (this.ambientTexture) { this.ambientTexture.dispose(); } if (this.opacityTexture) { this.opacityTexture.dispose(); } if (this.reflectionTexture) { this.reflectionTexture.dispose(); } if (this.emissiveTexture) { this.emissiveTexture.dispose(); } if (this.specularTexture) { this.specularTexture.dispose(); } if (this.bumpTexture) { this.bumpTexture.dispose(); } _super.prototype.dispose.call(this, forceDisposeEffect); }; StandardMaterial.prototype.clone = function (name) { var newStandardMaterial = new StandardMaterial(name, this.getScene()); // Base material this.copyTo(newStandardMaterial); // Standard material if (this.diffuseTexture && this.diffuseTexture.clone) { newStandardMaterial.diffuseTexture = this.diffuseTexture.clone(); } if (this.ambientTexture && this.ambientTexture.clone) { newStandardMaterial.ambientTexture = this.ambientTexture.clone(); } if (this.opacityTexture && this.opacityTexture.clone) { newStandardMaterial.opacityTexture = this.opacityTexture.clone(); } if (this.reflectionTexture && this.reflectionTexture.clone) { newStandardMaterial.reflectionTexture = this.reflectionTexture.clone(); } if (this.emissiveTexture && this.emissiveTexture.clone) { newStandardMaterial.emissiveTexture = this.emissiveTexture.clone(); } if (this.specularTexture && this.specularTexture.clone) { newStandardMaterial.specularTexture = this.specularTexture.clone(); } if (this.bumpTexture && this.bumpTexture.clone) { newStandardMaterial.bumpTexture = this.bumpTexture.clone(); } if (this.lightmapTexture && this.lightmapTexture.clone) { newStandardMaterial.lightmapTexture = this.lightmapTexture.clone(); newStandardMaterial.useLightmapAsShadowmap = this.useLightmapAsShadowmap; } newStandardMaterial.ambientColor = this.ambientColor.clone(); newStandardMaterial.diffuseColor = this.diffuseColor.clone(); newStandardMaterial.specularColor = this.specularColor.clone(); newStandardMaterial.specularPower = this.specularPower; newStandardMaterial.emissiveColor = this.emissiveColor.clone(); newStandardMaterial.useAlphaFromDiffuseTexture = this.useAlphaFromDiffuseTexture; newStandardMaterial.useEmissiveAsIllumination = this.useEmissiveAsIllumination; newStandardMaterial.useGlossinessFromSpecularMapAlpha = this.useGlossinessFromSpecularMapAlpha; newStandardMaterial.useReflectionFresnelFromSpecular = this.useReflectionFresnelFromSpecular; newStandardMaterial.useSpecularOverAlpha = this.useSpecularOverAlpha; newStandardMaterial.roughness = this.roughness; if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.clone) { newStandardMaterial.diffuseFresnelParameters = this.diffuseFresnelParameters.clone(); } if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.clone) { newStandardMaterial.emissiveFresnelParameters = this.emissiveFresnelParameters.clone(); } if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.clone) { newStandardMaterial.reflectionFresnelParameters = this.reflectionFresnelParameters.clone(); } if (this.opacityFresnelParameters && this.opacityFresnelParameters.clone) { newStandardMaterial.opacityFresnelParameters = this.opacityFresnelParameters.clone(); } return newStandardMaterial; }; StandardMaterial.ParseFresnelParameters = function (parsedFresnelParameters) { var fresnelParameters = new FresnelParameters(); fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled; fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor); fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor); fresnelParameters.bias = parsedFresnelParameters.bias; fresnelParameters.power = parsedFresnelParameters.power || 1.0; return fresnelParameters; }; StandardMaterial.Parse = function (source, scene, rootUrl) { var material = new StandardMaterial(source.name, scene); material.ambientColor = BABYLON.Color3.FromArray(source.ambient); material.diffuseColor = BABYLON.Color3.FromArray(source.diffuse); material.specularColor = BABYLON.Color3.FromArray(source.specular); material.specularPower = source.specularPower; material.emissiveColor = BABYLON.Color3.FromArray(source.emissive); material.useReflectionFresnelFromSpecular = source.useReflectionFresnelFromSpecular; material.useEmissiveAsIllumination = source.useEmissiveAsIllumination; material.alpha = source.alpha; material.id = source.id; if (source.disableDepthWrite) { material.disableDepthWrite = source.disableDepthWrite; } BABYLON.Tags.AddTagsTo(material, source.tags); material.backFaceCulling = source.backFaceCulling; material.wireframe = source.wireframe; if (source.diffuseTexture) { material.diffuseTexture = BABYLON.BaseTexture.ParseTexture(source.diffuseTexture, scene, rootUrl); } if (source.diffuseFresnelParameters) { material.diffuseFresnelParameters = StandardMaterial.ParseFresnelParameters(source.diffuseFresnelParameters); } if (source.ambientTexture) { material.ambientTexture = BABYLON.BaseTexture.ParseTexture(source.ambientTexture, scene, rootUrl); } if (source.opacityTexture) { material.opacityTexture = BABYLON.BaseTexture.ParseTexture(source.opacityTexture, scene, rootUrl); } if (source.opacityFresnelParameters) { material.opacityFresnelParameters = StandardMaterial.ParseFresnelParameters(source.opacityFresnelParameters); } if (source.reflectionTexture) { material.reflectionTexture = BABYLON.BaseTexture.ParseTexture(source.reflectionTexture, scene, rootUrl); } if (source.reflectionFresnelParameters) { material.reflectionFresnelParameters = StandardMaterial.ParseFresnelParameters(source.reflectionFresnelParameters); } if (source.emissiveTexture) { material.emissiveTexture = BABYLON.BaseTexture.ParseTexture(source.emissiveTexture, scene, rootUrl); } if (source.lightmapTexture) { material.lightmapTexture = BABYLON.BaseTexture.ParseTexture(source.lightmapTexture, scene, rootUrl); material.useLightmapAsShadowmap = source.useLightmapAsShadowmap; } if (source.emissiveFresnelParameters) { material.emissiveFresnelParameters = StandardMaterial.ParseFresnelParameters(source.emissiveFresnelParameters); } if (source.specularTexture) { material.specularTexture = BABYLON.BaseTexture.ParseTexture(source.specularTexture, scene, rootUrl); } if (source.bumpTexture) { material.bumpTexture = BABYLON.BaseTexture.ParseTexture(source.bumpTexture, scene, rootUrl); } if (source.checkReadyOnlyOnce) { material.checkReadyOnlyOnce = source.checkReadyOnlyOnce; } return material; }; StandardMaterial._scaledDiffuse = new BABYLON.Color3(); StandardMaterial._scaledSpecular = new BABYLON.Color3(); // Statics // Flags used to enable or disable a type of texture for all Standard Materials StandardMaterial.DiffuseTextureEnabled = true; StandardMaterial.AmbientTextureEnabled = true; StandardMaterial.OpacityTextureEnabled = true; StandardMaterial.ReflectionTextureEnabled = true; StandardMaterial.EmissiveTextureEnabled = true; StandardMaterial.SpecularTextureEnabled = true; StandardMaterial.BumpTextureEnabled = true; StandardMaterial.FresnelEnabled = true; StandardMaterial.LightmapEnabled = true; return StandardMaterial; })(BABYLON.Material); BABYLON.StandardMaterial = StandardMaterial; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var MultiMaterial = (function (_super) { __extends(MultiMaterial, _super); function MultiMaterial(name, scene) { _super.call(this, name, scene, true); this.subMaterials = new Array(); scene.multiMaterials.push(this); } // Properties MultiMaterial.prototype.getSubMaterial = function (index) { if (index < 0 || index >= this.subMaterials.length) { return this.getScene().defaultMaterial; } return this.subMaterials[index]; }; // Methods MultiMaterial.prototype.isReady = function (mesh) { for (var index = 0; index < this.subMaterials.length; index++) { var subMaterial = this.subMaterials[index]; if (subMaterial) { if (!this.subMaterials[index].isReady(mesh)) { return false; } } } return true; }; MultiMaterial.prototype.clone = function (name) { var newMultiMaterial = new MultiMaterial(name, this.getScene()); for (var index = 0; index < this.subMaterials.length; index++) { var subMaterial = this.subMaterials[index]; newMultiMaterial.subMaterials.push(subMaterial); } return newMultiMaterial; }; return MultiMaterial; })(BABYLON.Material); BABYLON.MultiMaterial = MultiMaterial; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SceneLoader = (function () { function SceneLoader() { } Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", { get: function () { return SceneLoader._ForceFullSceneLoadingForIncremental; }, set: function (value) { SceneLoader._ForceFullSceneLoadingForIncremental = value; }, enumerable: true, configurable: true }); Object.defineProperty(SceneLoader, "ShowLoadingScreen", { get: function () { return SceneLoader._ShowLoadingScreen; }, set: function (value) { SceneLoader._ShowLoadingScreen = value; }, enumerable: true, configurable: true }); SceneLoader._getPluginForFilename = function (sceneFilename) { var dotPosition = sceneFilename.lastIndexOf("."); var queryStringPosition = sceneFilename.indexOf("?"); if (queryStringPosition === -1) { queryStringPosition = sceneFilename.length; } var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase(); for (var index = 0; index < this._registeredPlugins.length; index++) { var plugin = this._registeredPlugins[index]; if (plugin.extensions.indexOf(extension) !== -1) { return plugin; } } return this._registeredPlugins[this._registeredPlugins.length - 1]; }; // Public functions SceneLoader.RegisterPlugin = function (plugin) { plugin.extensions = plugin.extensions.toLowerCase(); SceneLoader._registeredPlugins.push(plugin); }; SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) { if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") { BABYLON.Tools.Error("Wrong sceneFilename parameter"); return; } var loadingToken = {}; scene._addPendingData(loadingToken); var manifestChecked = function (success) { scene.database = database; var plugin = SceneLoader._getPluginForFilename(sceneFilename); var importMeshFromData = function (data) { var meshes = []; var particleSystems = []; var skeletons = []; try { if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) { if (onerror) { onerror(scene, 'Unable to import meshes from ' + rootUrl + sceneFilename); } scene._removePendingData(loadingToken); return; } } catch (e) { if (onerror) { onerror(scene, 'Unable to import meshes from ' + rootUrl + sceneFilename + ' (Exception: ' + e + ')'); } scene._removePendingData(loadingToken); return; } if (onsuccess) { scene.importedMeshesFiles.push(rootUrl + sceneFilename); onsuccess(meshes, particleSystems, skeletons); scene._removePendingData(loadingToken); } }; if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") { // Direct load importMeshFromData(sceneFilename.substr(5)); return; } BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) { importMeshFromData(data); }, progressCallBack, database); }; if (scene.getEngine().enableOfflineSupport) { // Checking if a manifest file has been set for this scene and if offline mode has been requested var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked); } else { manifestChecked(true); } }; /** * Load a scene * @param rootUrl a string that defines the root url for scene and resources * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene * @param engine is the instance of BABYLON.Engine to use to create the scene */ SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) { SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror); }; /** * Append a scene * @param rootUrl a string that defines the root url for scene and resources * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene * @param scene is the instance of BABYLON.Scene to append to */ SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) { if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") { BABYLON.Tools.Error("Wrong sceneFilename parameter"); return; } var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename); var database; var loadingToken = {}; scene._addPendingData(loadingToken); if (SceneLoader.ShowLoadingScreen) { scene.getEngine().displayLoadingUI(); } var loadSceneFromData = function (data) { scene.database = database; if (!plugin.load(scene, data, rootUrl)) { if (onerror) { onerror(scene); } scene._removePendingData(loadingToken); scene.getEngine().hideLoadingUI(); return; } if (onsuccess) { onsuccess(scene); } scene._removePendingData(loadingToken); if (SceneLoader.ShowLoadingScreen) { scene.executeWhenReady(function () { scene.getEngine().hideLoadingUI(); }); } }; var manifestChecked = function (success) { BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database); }; if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") { // Direct load loadSceneFromData(sceneFilename.substr(5)); return; } if (rootUrl.indexOf("file:") === -1) { if (scene.getEngine().enableOfflineSupport) { // Checking if a manifest file has been set for this scene and if offline mode has been requested database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked); } else { manifestChecked(true); } } else { BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack); } }; // Flags SceneLoader._ForceFullSceneLoadingForIncremental = false; SceneLoader._ShowLoadingScreen = true; // Members SceneLoader._registeredPlugins = new Array(); return SceneLoader; })(); BABYLON.SceneLoader = SceneLoader; ; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Internals; (function (Internals) { var checkColors4 = function (colors, count) { // Check if color3 was used if (colors.length === count * 3) { var colors4 = []; for (var index = 0; index < colors.length; index += 3) { var newIndex = (index / 3) * 4; colors4[newIndex] = colors[index]; colors4[newIndex + 1] = colors[index + 1]; colors4[newIndex + 2] = colors[index + 2]; colors4[newIndex + 3] = 1.0; } return colors4; } return colors; }; var parseSkeleton = function (parsedSkeleton, scene) { var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene); for (var index = 0; index < parsedSkeleton.bones.length; index++) { var parsedBone = parsedSkeleton.bones[index]; var parentBone = null; if (parsedBone.parentBoneIndex > -1) { parentBone = skeleton.bones[parsedBone.parentBoneIndex]; } var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix)); if (parsedBone.animation) { bone.animations.push(BABYLON.Animation.ParseAnimation(parsedBone.animation)); } } return skeleton; }; var parseCustomMaterial = function (parsedMaterial, scene, rootUrl) { return null; }; var parseMaterial = function (parsedMaterial, scene, rootUrl) { if (!parsedMaterial.customType) { return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl); } return parseCustomMaterial(parsedMaterial, scene, rootUrl); }; var parseMaterialById = function (id, parsedData, scene, rootUrl) { for (var index = 0; index < parsedData.materials.length; index++) { var parsedMaterial = parsedData.materials[index]; if (parsedMaterial.id === id) { return parseMaterial(parsedMaterial, scene, rootUrl); } } return null; }; var parseMultiMaterial = function (parsedMultiMaterial, scene) { var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene); multiMaterial.id = parsedMultiMaterial.id; BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags); for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) { var subMatId = parsedMultiMaterial.materials[matIndex]; if (subMatId) { multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId)); } else { multiMaterial.subMaterials.push(null); } } return multiMaterial; }; var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) { var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId); var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene); lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit; for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) { var parsedFlare = parsedLensFlareSystem.flares[index]; var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem); } return lensFlareSystem; }; var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) { var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId); var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene); if (parsedParticleSystem.textureName) { particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene); particleSystem.particleTexture.name = parsedParticleSystem.textureName; } particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed; particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed; particleSystem.minSize = parsedParticleSystem.minSize; particleSystem.maxSize = parsedParticleSystem.maxSize; particleSystem.minLifeTime = parsedParticleSystem.minLifeTime; particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime; particleSystem.emitter = emitter; particleSystem.emitRate = parsedParticleSystem.emitRate; particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox); particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox); particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity); particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1); particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2); particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1); particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2); particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead); particleSystem.updateSpeed = parsedParticleSystem.updateSpeed; particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame; particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask); particleSystem.blendMode = parsedParticleSystem.blendMode; particleSystem.start(); return particleSystem; }; var parseShadowGenerator = function (parsedShadowGenerator, scene) { var light = scene.getLightByID(parsedShadowGenerator.lightId); var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light); for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) { var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]); shadowGenerator.getShadowMap().renderList.push(mesh); } if (parsedShadowGenerator.usePoissonSampling) { shadowGenerator.usePoissonSampling = true; } else if (parsedShadowGenerator.useVarianceShadowMap) { shadowGenerator.useVarianceShadowMap = true; } else if (parsedShadowGenerator.useBlurVarianceShadowMap) { shadowGenerator.useBlurVarianceShadowMap = true; if (parsedShadowGenerator.blurScale) { shadowGenerator.blurScale = parsedShadowGenerator.blurScale; } if (parsedShadowGenerator.blurBoxOffset) { shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset; } } if (parsedShadowGenerator.bias !== undefined) { shadowGenerator.bias = parsedShadowGenerator.bias; } return shadowGenerator; }; var parseLight = function (parsedLight, scene) { var light; switch (parsedLight.type) { case 0: light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene); break; case 1: light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene); light.position = BABYLON.Vector3.FromArray(parsedLight.position); break; case 2: light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene); break; case 3: light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene); light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor); break; } light.id = parsedLight.id; BABYLON.Tags.AddTagsTo(light, parsedLight.tags); if (parsedLight.intensity !== undefined) { light.intensity = parsedLight.intensity; } if (parsedLight.range) { light.range = parsedLight.range; } light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse); light.specular = BABYLON.Color3.FromArray(parsedLight.specular); if (parsedLight.excludedMeshesIds) { light._excludedMeshesIds = parsedLight.excludedMeshesIds; } // Parent if (parsedLight.parentId) { light._waitingParentId = parsedLight.parentId; } if (parsedLight.includedOnlyMeshesIds) { light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds; } // Animations if (parsedLight.animations) { for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) { var parsedAnimation = parsedLight.animations[animationIndex]; light.animations.push(BABYLON.Animation.ParseAnimation(parsedAnimation)); } } if (parsedLight.autoAnimate) { scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0); } }; var parseCamera = function (parsedCamera, scene) { var camera; var position = BABYLON.Vector3.FromArray(parsedCamera.position); var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null; if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") { var alpha = parsedCamera.alpha; var beta = parsedCamera.beta; var radius = parsedCamera.radius; if (parsedCamera.type === "AnaglyphArcRotateCamera") { var interaxial_distance = parsedCamera.interaxial_distance; camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene); } else { camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene); } } else if (parsedCamera.type === "AnaglyphFreeCamera") { interaxial_distance = parsedCamera.interaxial_distance; camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene); } else if (parsedCamera.type === "DeviceOrientationCamera") { camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene); } else if (parsedCamera.type === "FollowCamera") { camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene); camera.heightOffset = parsedCamera.heightOffset; camera.radius = parsedCamera.radius; camera.rotationOffset = parsedCamera.rotationOffset; if (lockedTargetMesh) camera.target = lockedTargetMesh; } else if (parsedCamera.type === "GamepadCamera") { camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene); } else if (parsedCamera.type === "TouchCamera") { camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene); } else if (parsedCamera.type === "VirtualJoysticksCamera") { camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene); } else if (parsedCamera.type === "WebVRFreeCamera") { camera = new BABYLON.WebVRFreeCamera(parsedCamera.name, position, scene); } else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") { camera = new BABYLON.VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene); } else { // Free Camera is the default value camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene); } // apply 3d rig, when found if (parsedCamera.cameraRigMode) { var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {}; camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams); } // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) { camera.lockedTarget = lockedTargetMesh; } camera.id = parsedCamera.id; BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags); // Parent if (parsedCamera.parentId) { camera._waitingParentId = parsedCamera.parentId; } // Target if (parsedCamera.target) { if (camera.setTarget) { camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target)); } else { //For ArcRotate camera.target = BABYLON.Vector3.FromArray(parsedCamera.target); } } else { camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation); } camera.fov = parsedCamera.fov; camera.minZ = parsedCamera.minZ; camera.maxZ = parsedCamera.maxZ; camera.speed = parsedCamera.speed; camera.inertia = parsedCamera.inertia; camera.checkCollisions = parsedCamera.checkCollisions; camera.applyGravity = parsedCamera.applyGravity; if (parsedCamera.ellipsoid) { camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid); } // Animations if (parsedCamera.animations) { for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) { var parsedAnimation = parsedCamera.animations[animationIndex]; camera.animations.push(BABYLON.Animation.ParseAnimation(parsedAnimation)); } } if (parsedCamera.autoAnimate) { scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0); } // Layer Mask if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) { camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask)); } else { camera.layerMask = 0x0FFFFFFF; } return camera; }; var parseGeometry = function (parsedGeometry, scene) { var id = parsedGeometry.id; return scene.getGeometryByID(id); }; var parseBox = function (parsedBox, scene) { if (parseGeometry(parsedBox, scene)) { return null; // null since geometry could be something else than a box... } var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(box, parsedBox.tags); scene.pushGeometry(box, true); return box; }; var parseSphere = function (parsedSphere, scene) { if (parseGeometry(parsedSphere, scene)) { return null; // null since geometry could be something else than a sphere... } var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags); scene.pushGeometry(sphere, true); return sphere; }; var parseCylinder = function (parsedCylinder, scene) { if (parseGeometry(parsedCylinder, scene)) { return null; // null since geometry could be something else than a cylinder... } var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags); scene.pushGeometry(cylinder, true); return cylinder; }; var parseTorus = function (parsedTorus, scene) { if (parseGeometry(parsedTorus, scene)) { return null; // null since geometry could be something else than a torus... } var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags); scene.pushGeometry(torus, true); return torus; }; var parseGround = function (parsedGround, scene) { if (parseGeometry(parsedGround, scene)) { return null; // null since geometry could be something else than a ground... } var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(ground, parsedGround.tags); scene.pushGeometry(ground, true); return ground; }; var parsePlane = function (parsedPlane, scene) { if (parseGeometry(parsedPlane, scene)) { return null; // null since geometry could be something else than a plane... } var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags); scene.pushGeometry(plane, true); return plane; }; var parseTorusKnot = function (parsedTorusKnot, scene) { if (parseGeometry(parsedTorusKnot, scene)) { return null; // null since geometry could be something else than a torusKnot... } var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null); BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags); scene.pushGeometry(torusKnot, true); return torusKnot; }; var parseVertexData = function (parsedVertexData, scene, rootUrl) { if (parseGeometry(parsedVertexData, scene)) { return null; // null since geometry could be a primitive } var geometry = new BABYLON.Geometry(parsedVertexData.id, scene); BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags); if (parsedVertexData.delayLoadingFile) { geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED; geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile; geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum)); geometry._delayInfo = []; if (parsedVertexData.hasUVs) { geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind); } if (parsedVertexData.hasUVs2) { geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind); } if (parsedVertexData.hasUVs3) { geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind); } if (parsedVertexData.hasUVs4) { geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind); } if (parsedVertexData.hasUVs5) { geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind); } if (parsedVertexData.hasUVs6) { geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind); } if (parsedVertexData.hasColors) { geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind); } if (parsedVertexData.hasMatricesIndices) { geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind); } if (parsedVertexData.hasMatricesWeights) { geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind); } geometry._delayLoadingFunction = importVertexData; } else { importVertexData(parsedVertexData, geometry); } scene.pushGeometry(geometry, true); return geometry; }; var parseMesh = function (parsedMesh, scene, rootUrl) { var mesh = new BABYLON.Mesh(parsedMesh.name, scene); mesh.id = parsedMesh.id; BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags); mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position); if (parsedMesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion); } else if (parsedMesh.rotation) { mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation); } mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling); if (parsedMesh.localMatrix) { mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix)); } else if (parsedMesh.pivotMatrix) { mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix)); } mesh.setEnabled(parsedMesh.isEnabled); mesh.isVisible = parsedMesh.isVisible; mesh.infiniteDistance = parsedMesh.infiniteDistance; mesh.showBoundingBox = parsedMesh.showBoundingBox; mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox; if (parsedMesh.applyFog !== undefined) { mesh.applyFog = parsedMesh.applyFog; } if (parsedMesh.pickable !== undefined) { mesh.isPickable = parsedMesh.pickable; } if (parsedMesh.alphaIndex !== undefined) { mesh.alphaIndex = parsedMesh.alphaIndex; } mesh.receiveShadows = parsedMesh.receiveShadows; mesh.billboardMode = parsedMesh.billboardMode; if (parsedMesh.visibility !== undefined) { mesh.visibility = parsedMesh.visibility; } mesh.checkCollisions = parsedMesh.checkCollisions; mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading; // freezeWorldMatrix if (parsedMesh.freezeWorldMatrix) { mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix; } // Parent if (parsedMesh.parentId) { mesh._waitingParentId = parsedMesh.parentId; } // Actions if (parsedMesh.actions !== undefined) { mesh._waitingActions = parsedMesh.actions; } // Geometry mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha; if (parsedMesh.delayLoadingFile) { mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED; mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile; mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum)); if (parsedMesh._binaryInfo) { mesh._binaryInfo = parsedMesh._binaryInfo; } mesh._delayInfo = []; if (parsedMesh.hasUVs) { mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind); } if (parsedMesh.hasUVs2) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind); } if (parsedMesh.hasUVs3) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind); } if (parsedMesh.hasUVs4) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind); } if (parsedMesh.hasUVs5) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind); } if (parsedMesh.hasUVs6) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind); } if (parsedMesh.hasColors) { mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind); } if (parsedMesh.hasMatricesIndices) { mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind); } if (parsedMesh.hasMatricesWeights) { mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind); } mesh._delayLoadingFunction = importGeometry; if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) { mesh._checkDelayState(); } } else { importGeometry(parsedMesh, mesh); } // Material if (parsedMesh.materialId) { mesh.setMaterialByID(parsedMesh.materialId); } else { mesh.material = null; } // Skeleton if (parsedMesh.skeletonId > -1) { mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId); if (parsedMesh.numBoneInfluencers) { mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers; } } // Physics if (parsedMesh.physicsImpostor) { if (!scene.isPhysicsEnabled()) { scene.enablePhysics(); } mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution }); } // Animations if (parsedMesh.animations) { for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) { var parsedAnimation = parsedMesh.animations[animationIndex]; mesh.animations.push(BABYLON.Animation.ParseAnimation(parsedAnimation)); } } if (parsedMesh.autoAnimate) { scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0); } // Layer Mask if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) { mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask)); } else { mesh.layerMask = 0x0FFFFFFF; } // Instances if (parsedMesh.instances) { for (var index = 0; index < parsedMesh.instances.length; index++) { var parsedInstance = parsedMesh.instances[index]; var instance = mesh.createInstance(parsedInstance.name); BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags); instance.position = BABYLON.Vector3.FromArray(parsedInstance.position); if (parsedInstance.rotationQuaternion) { instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion); } else if (parsedInstance.rotation) { instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation); } instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling); instance.checkCollisions = mesh.checkCollisions; if (parsedMesh.animations) { for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) { parsedAnimation = parsedMesh.animations[animationIndex]; instance.animations.push(BABYLON.Animation.ParseAnimation(parsedAnimation)); } } } } return mesh; }; var parseActions = function (parsedActions, object, scene) { var actionManager = new BABYLON.ActionManager(scene); if (object === null) scene.actionManager = actionManager; else object.actionManager = actionManager; // instanciate a new object var instanciate = function (name, params) { var newInstance = Object.create(BABYLON[name].prototype); newInstance.constructor.apply(newInstance, params); return newInstance; }; var parseParameter = function (name, value, target, propertyPath) { if (propertyPath === null) { // String, boolean or float var floatValue = parseFloat(value); if (value === "true" || value === "false") return value === "true"; else return isNaN(floatValue) ? value : floatValue; } var effectiveTarget = propertyPath.split("."); var values = value.split(","); // Get effective Target for (var i = 0; i < effectiveTarget.length; i++) { target = target[effectiveTarget[i]]; } // Return appropriate value with its type if (typeof (target) === "boolean") return values[0] === "true"; if (typeof (target) === "string") return values[0]; // Parameters with multiple values such as Vector3 etc. var split = new Array(); for (var i = 0; i < values.length; i++) split.push(parseFloat(values[i])); if (target instanceof BABYLON.Vector3) return BABYLON.Vector3.FromArray(split); if (target instanceof BABYLON.Vector4) return BABYLON.Vector4.FromArray(split); if (target instanceof BABYLON.Color3) return BABYLON.Color3.FromArray(split); if (target instanceof BABYLON.Color4) return BABYLON.Color4.FromArray(split); return parseFloat(values[0]); }; // traverse graph per trigger var traverse = function (parsedAction, trigger, condition, action, combineArray) { if (combineArray === void 0) { combineArray = null; } if (parsedAction.detached) return; var parameters = new Array(); var target = null; var propertyPath = null; var combine = parsedAction.combine && parsedAction.combine.length > 0; // Parameters if (parsedAction.type === 2) parameters.push(actionManager); else parameters.push(trigger); if (combine) { var actions = new Array(); for (var j = 0; j < parsedAction.combine.length; j++) { traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions); } parameters.push(actions); } else { for (var i = 0; i < parsedAction.properties.length; i++) { var value = parsedAction.properties[i].value; var name = parsedAction.properties[i].name; var targetType = parsedAction.properties[i].targetType; if (name === "target") if (targetType !== null && targetType === "SceneProperties") value = target = scene; else value = target = scene.getNodeByName(value); else if (name === "parent") value = scene.getNodeByName(value); else if (name === "sound") value = scene.getSoundByName(value); else if (name !== "propertyPath") { if (parsedAction.type === 2 && name === "operator") value = BABYLON.ValueCondition[value]; else value = parseParameter(name, value, target, name === "value" ? propertyPath : null); } else { propertyPath = value; } parameters.push(value); } } if (combineArray === null) { parameters.push(condition); } else { parameters.push(null); } // If interpolate value action if (parsedAction.name === "InterpolateValueAction") { var param = parameters[parameters.length - 2]; parameters[parameters.length - 1] = param; parameters[parameters.length - 2] = condition; } // Action or condition(s) and not CombineAction var newAction = instanciate(parsedAction.name, parameters); if (newAction instanceof BABYLON.Condition && condition !== null) { var nothing = new BABYLON.DoNothingAction(trigger, condition); if (action) action.then(nothing); else actionManager.registerAction(nothing); action = nothing; } if (combineArray === null) { if (newAction instanceof BABYLON.Condition) { condition = newAction; newAction = action; } else { condition = null; if (action) action.then(newAction); else actionManager.registerAction(newAction); } } else { combineArray.push(newAction); } for (var i = 0; i < parsedAction.children.length; i++) traverse(parsedAction.children[i], trigger, condition, newAction, null); }; // triggers for (var i = 0; i < parsedActions.children.length; i++) { var triggerParams; var trigger = parsedActions.children[i]; if (trigger.properties.length > 0) { var param = trigger.properties[0].value; var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param); triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value }; } else triggerParams = BABYLON.ActionManager[trigger.name]; for (var j = 0; j < trigger.children.length; j++) { if (!trigger.detached) traverse(trigger.children[j], triggerParams, null, null); } } }; var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, playbackRate: parsedSound.playbackRate }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; var isDescendantOf = function (mesh, names, hierarchyIds) { names = (names instanceof Array) ? names : [names]; for (var i in names) { if (mesh.name === names[i]) { hierarchyIds.push(mesh.id); return true; } } if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) { hierarchyIds.push(mesh.id); return true; } return false; }; var importVertexData = function (parsedVertexData, geometry) { var vertexData = new BABYLON.VertexData(); // positions var positions = parsedVertexData.positions; if (positions) { vertexData.set(positions, BABYLON.VertexBuffer.PositionKind); } // normals var normals = parsedVertexData.normals; if (normals) { vertexData.set(normals, BABYLON.VertexBuffer.NormalKind); } // uvs var uvs = parsedVertexData.uvs; if (uvs) { vertexData.set(uvs, BABYLON.VertexBuffer.UVKind); } // uv2s var uv2s = parsedVertexData.uv2s; if (uv2s) { vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind); } // uv3s var uv3s = parsedVertexData.uv3s; if (uv3s) { vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind); } // uv4s var uv4s = parsedVertexData.uv4s; if (uv4s) { vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind); } // uv5s var uv5s = parsedVertexData.uv5s; if (uv5s) { vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind); } // uv6s var uv6s = parsedVertexData.uv6s; if (uv6s) { vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind); } // colors var colors = parsedVertexData.colors; if (colors) { vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind); } // matricesIndices var matricesIndices = parsedVertexData.matricesIndices; if (matricesIndices) { vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind); } // matricesWeights var matricesWeights = parsedVertexData.matricesWeights; if (matricesWeights) { vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind); } // indices var indices = parsedVertexData.indices; if (indices) { vertexData.indices = indices; } geometry.setAllVerticesData(vertexData, parsedVertexData.updatable); }; var importGeometry = function (parsedGeometry, mesh) { var scene = mesh.getScene(); // Geometry var geometryId = parsedGeometry.geometryId; if (geometryId) { var geometry = scene.getGeometryByID(geometryId); if (geometry) { geometry.applyToMesh(mesh); } } else if (parsedGeometry instanceof ArrayBuffer) { var binaryInfo = mesh._binaryInfo; if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) { var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false); } if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) { var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false); } if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) { var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false); } if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) { var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false); } if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) { var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false); } if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) { var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false); } if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) { var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false); } if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) { var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false); } if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) { var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride); } if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) { var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false); } if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) { var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count); mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false); } if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) { var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count); mesh.setIndices(indicesData); } if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) { var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5); mesh.subMeshes = []; for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) { var materialIndex = subMeshesData[(i * 5) + 0]; var verticesStart = subMeshesData[(i * 5) + 1]; var verticesCount = subMeshesData[(i * 5) + 2]; var indexStart = subMeshesData[(i * 5) + 3]; var indexCount = subMeshesData[(i * 5) + 4]; var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh); } } } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) { mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false); mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false); if (parsedGeometry.uvs) { mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false); } if (parsedGeometry.uvs2) { mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false); } if (parsedGeometry.uvs3) { mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false); } if (parsedGeometry.uvs4) { mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false); } if (parsedGeometry.uvs5) { mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false); } if (parsedGeometry.uvs6) { mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false); } if (parsedGeometry.colors) { mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false); } if (parsedGeometry.matricesIndices) { if (!parsedGeometry.matricesIndices._isExpanded) { var floatIndices = []; for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) { var matricesIndex = parsedGeometry.matricesIndices[i]; floatIndices.push(matricesIndex & 0x000000FF); floatIndices.push((matricesIndex & 0x0000FF00) >> 8); floatIndices.push((matricesIndex & 0x00FF0000) >> 16); floatIndices.push(matricesIndex >> 24); } mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false); } else { delete parsedGeometry.matricesIndices._isExpanded; mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false); } } if (parsedGeometry.matricesIndicesExtra) { if (!parsedGeometry.matricesIndicesExtra._isExpanded) { var floatIndices = []; for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) { var matricesIndex = parsedGeometry.matricesIndicesExtra[i]; floatIndices.push(matricesIndex & 0x000000FF); floatIndices.push((matricesIndex & 0x0000FF00) >> 8); floatIndices.push((matricesIndex & 0x00FF0000) >> 16); floatIndices.push(matricesIndex >> 24); } mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, false); } else { delete parsedGeometry.matricesIndices._isExpanded; mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, false); } } if (parsedGeometry.matricesWeights) { mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false); } if (parsedGeometry.matricesWeightsExtra) { mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, false); } mesh.setIndices(parsedGeometry.indices); } // SubMeshes if (parsedGeometry.subMeshes) { mesh.subMeshes = []; for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) { var parsedSubMesh = parsedGeometry.subMeshes[subIndex]; var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh); } } // Flat shading if (mesh._shouldGenerateFlatShading) { mesh.convertToFlatShadedMesh(); delete mesh._shouldGenerateFlatShading; } // Update mesh.computeWorldMatrix(true); // Octree if (scene._selectionOctree) { scene._selectionOctree.addMesh(mesh); } }; BABYLON.SceneLoader.RegisterPlugin({ extensions: ".babylon", importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) { var parsedData = JSON.parse(data); var loadedSkeletonsIds = []; var loadedMaterialsIds = []; var hierarchyIds = []; var index; for (index = 0; index < parsedData.meshes.length; index++) { var parsedMesh = parsedData.meshes[index]; if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) { if (meshesNames instanceof Array) { // Remove found mesh name from list. delete meshesNames[meshesNames.indexOf(parsedMesh.name)]; } //Geometry? if (parsedMesh.geometryId) { //does the file contain geometries? if (parsedData.geometries) { //find the correct geometry and add it to the scene var found = false; ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) { if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) { return; } else { parsedData.geometries[geometryType].forEach(function (parsedGeometryData) { if (parsedGeometryData.id == parsedMesh.geometryId) { switch (geometryType) { case "boxes": parseBox(parsedGeometryData, scene); break; case "spheres": parseSphere(parsedGeometryData, scene); break; case "cylinders": parseCylinder(parsedGeometryData, scene); break; case "toruses": parseTorus(parsedGeometryData, scene); break; case "grounds": parseGround(parsedGeometryData, scene); break; case "planes": parsePlane(parsedGeometryData, scene); break; case "torusKnots": parseTorusKnot(parsedGeometryData, scene); break; case "vertexData": parseVertexData(parsedGeometryData, scene, rootUrl); break; } found = true; } }); } }); if (!found) { BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id); } } } // Material ? if (parsedMesh.materialId) { var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1); if (!materialFound && parsedData.multiMaterials) { for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) { var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex]; if (parsedMultiMaterial.id == parsedMesh.materialId) { for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) { var subMatId = parsedMultiMaterial.materials[matIndex]; loadedMaterialsIds.push(subMatId); parseMaterialById(subMatId, parsedData, scene, rootUrl); } loadedMaterialsIds.push(parsedMultiMaterial.id); parseMultiMaterial(parsedMultiMaterial, scene); materialFound = true; break; } } } if (!materialFound) { loadedMaterialsIds.push(parsedMesh.materialId); if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) { BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id); } } } // Skeleton ? if (parsedMesh.skeletonId > -1 && scene.skeletons) { var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1); if (!skeletonAlreadyLoaded) { for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) { var parsedSkeleton = parsedData.skeletons[skeletonIndex]; if (parsedSkeleton.id === parsedMesh.skeletonId) { skeletons.push(parseSkeleton(parsedSkeleton, scene)); loadedSkeletonsIds.push(parsedSkeleton.id); } } } } var mesh = parseMesh(parsedMesh, scene, rootUrl); meshes.push(mesh); } } // Connecting parents var currentMesh; for (index = 0; index < scene.meshes.length; index++) { currentMesh = scene.meshes[index]; if (currentMesh._waitingParentId) { currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId); currentMesh._waitingParentId = undefined; } } // freeze world matrix application for (index = 0; index < scene.meshes.length; index++) { currentMesh = scene.meshes[index]; if (currentMesh._waitingFreezeWorldMatrix) { currentMesh.freezeWorldMatrix(); currentMesh._waitingFreezeWorldMatrix = undefined; } } // Particles if (parsedData.particleSystems) { for (index = 0; index < parsedData.particleSystems.length; index++) { var parsedParticleSystem = parsedData.particleSystems[index]; if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) { particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl)); } } } return true; }, load: function (scene, data, rootUrl) { var parsedData = JSON.parse(data); // Scene scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental; scene.autoClear = parsedData.autoClear; scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor); scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor); if (parsedData.gravity) { scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity); } // Fog if (parsedData.fogMode && parsedData.fogMode !== 0) { scene.fogMode = parsedData.fogMode; scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor); scene.fogStart = parsedData.fogStart; scene.fogEnd = parsedData.fogEnd; scene.fogDensity = parsedData.fogDensity; } //Physics if (parsedData.physicsEnabled) { var physicsPlugin; if (parsedData.physicsEngine === "cannon") { physicsPlugin = new BABYLON.CannonJSPlugin(); } else if (parsedData.physicsEngine === "oimo") { physicsPlugin = new BABYLON.OimoJSPlugin(); } //else - default engine, which is currently oimo var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null; scene.enablePhysics(physicsGravity, physicsPlugin); } //collisions, if defined. otherwise, default is true if (parsedData.collisionsEnabled != undefined) { scene.collisionsEnabled = parsedData.collisionsEnabled; } scene.workerCollisions = !!parsedData.workerCollisions; // Lights var index; for (index = 0; index < parsedData.lights.length; index++) { var parsedLight = parsedData.lights[index]; parseLight(parsedLight, scene); } // Materials if (parsedData.materials) { for (index = 0; index < parsedData.materials.length; index++) { var parsedMaterial = parsedData.materials[index]; parseMaterial(parsedMaterial, scene, rootUrl); } } if (parsedData.multiMaterials) { for (index = 0; index < parsedData.multiMaterials.length; index++) { var parsedMultiMaterial = parsedData.multiMaterials[index]; parseMultiMaterial(parsedMultiMaterial, scene); } } // Skeletons if (parsedData.skeletons) { for (index = 0; index < parsedData.skeletons.length; index++) { var parsedSkeleton = parsedData.skeletons[index]; parseSkeleton(parsedSkeleton, scene); } } // Geometries var geometries = parsedData.geometries; if (geometries) { // Boxes var boxes = geometries.boxes; if (boxes) { for (index = 0; index < boxes.length; index++) { var parsedBox = boxes[index]; parseBox(parsedBox, scene); } } // Spheres var spheres = geometries.spheres; if (spheres) { for (index = 0; index < spheres.length; index++) { var parsedSphere = spheres[index]; parseSphere(parsedSphere, scene); } } // Cylinders var cylinders = geometries.cylinders; if (cylinders) { for (index = 0; index < cylinders.length; index++) { var parsedCylinder = cylinders[index]; parseCylinder(parsedCylinder, scene); } } // Toruses var toruses = geometries.toruses; if (toruses) { for (index = 0; index < toruses.length; index++) { var parsedTorus = toruses[index]; parseTorus(parsedTorus, scene); } } // Grounds var grounds = geometries.grounds; if (grounds) { for (index = 0; index < grounds.length; index++) { var parsedGround = grounds[index]; parseGround(parsedGround, scene); } } // Planes var planes = geometries.planes; if (planes) { for (index = 0; index < planes.length; index++) { var parsedPlane = planes[index]; parsePlane(parsedPlane, scene); } } // TorusKnots var torusKnots = geometries.torusKnots; if (torusKnots) { for (index = 0; index < torusKnots.length; index++) { var parsedTorusKnot = torusKnots[index]; parseTorusKnot(parsedTorusKnot, scene); } } // VertexData var vertexData = geometries.vertexData; if (vertexData) { for (index = 0; index < vertexData.length; index++) { var parsedVertexData = vertexData[index]; parseVertexData(parsedVertexData, scene, rootUrl); } } } // Meshes for (index = 0; index < parsedData.meshes.length; index++) { var parsedMesh = parsedData.meshes[index]; parseMesh(parsedMesh, scene, rootUrl); } // Cameras for (index = 0; index < parsedData.cameras.length; index++) { var parsedCamera = parsedData.cameras[index]; parseCamera(parsedCamera, scene); } if (parsedData.activeCameraID) { scene.setActiveCameraByID(parsedData.activeCameraID); } // Browsing all the graph to connect the dots for (index = 0; index < scene.cameras.length; index++) { var camera = scene.cameras[index]; if (camera._waitingParentId) { camera.parent = scene.getLastEntryByID(camera._waitingParentId); camera._waitingParentId = undefined; } } for (index = 0; index < scene.lights.length; index++) { var light = scene.lights[index]; if (light._waitingParentId) { light.parent = scene.getLastEntryByID(light._waitingParentId); light._waitingParentId = undefined; } } // Sounds if (BABYLON.AudioEngine && parsedData.sounds) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; if (BABYLON.Engine.audioEngine.canUseWebAudio) { parseSound(parsedSound, scene, rootUrl); } else { var emptySound = new BABYLON.Sound(parsedSound.name, null, scene); } } } // Connect parents & children and parse actions for (index = 0; index < scene.meshes.length; index++) { var mesh = scene.meshes[index]; if (mesh._waitingParentId) { mesh.parent = scene.getLastEntryByID(mesh._waitingParentId); mesh._waitingParentId = undefined; } if (mesh._waitingActions) { parseActions(mesh._waitingActions, mesh, scene); mesh._waitingActions = undefined; } } // freeze world matrix application for (index = 0; index < scene.meshes.length; index++) { var currentMesh = scene.meshes[index]; if (currentMesh._waitingFreezeWorldMatrix) { currentMesh.freezeWorldMatrix(); currentMesh._waitingFreezeWorldMatrix = undefined; } } // Particles Systems if (parsedData.particleSystems) { for (index = 0; index < parsedData.particleSystems.length; index++) { var parsedParticleSystem = parsedData.particleSystems[index]; parseParticleSystem(parsedParticleSystem, scene, rootUrl); } } // Lens flares if (parsedData.lensFlareSystems) { for (index = 0; index < parsedData.lensFlareSystems.length; index++) { var parsedLensFlareSystem = parsedData.lensFlareSystems[index]; parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl); } } // Shadows if (parsedData.shadowGenerators) { for (index = 0; index < parsedData.shadowGenerators.length; index++) { var parsedShadowGenerator = parsedData.shadowGenerators[index]; parseShadowGenerator(parsedShadowGenerator, scene); } } // Actions (scene) if (parsedData.actions) { parseActions(parsedData.actions, null, scene); } // Finish return true; } }); })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SpriteManager = (function () { function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } this.name = name; this.cellSize = cellSize; this.sprites = new Array(); this.renderingGroupId = 0; this.layerMask = 0x0FFFFFFF; this.fogEnabled = true; this.isPickable = false; this._vertexDeclaration = [4, 4, 4, 4]; this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color) this._capacity = capacity; this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode); this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._epsilon = epsilon === undefined ? 0.01 : epsilon; this._scene = scene; this._scene.spriteManagers.push(this); // VBO this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4); var indices = []; var index = 0; for (var count = 0; count < capacity; count++) { indices.push(index); indices.push(index + 1); indices.push(index + 2); indices.push(index); indices.push(index + 2); indices.push(index + 3); index += 4; } this._indexBuffer = scene.getEngine().createIndexBuffer(indices); this._vertices = new Float32Array(capacity * this._vertexStrideSize); // Effects this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], ""); this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG"); } SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) { var arrayOffset = index * 16; if (offsetX === 0) offsetX = this._epsilon; else if (offsetX === 1) offsetX = 1 - this._epsilon; if (offsetY === 0) offsetY = this._epsilon; else if (offsetY === 1) offsetY = 1 - this._epsilon; this._vertices[arrayOffset] = sprite.position.x; this._vertices[arrayOffset + 1] = sprite.position.y; this._vertices[arrayOffset + 2] = sprite.position.z; this._vertices[arrayOffset + 3] = sprite.angle; this._vertices[arrayOffset + 4] = sprite.width; this._vertices[arrayOffset + 5] = sprite.height; this._vertices[arrayOffset + 6] = offsetX; this._vertices[arrayOffset + 7] = offsetY; this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0; this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0; var offset = (sprite.cellIndex / rowSize) >> 0; this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize; this._vertices[arrayOffset + 11] = offset; // Color this._vertices[arrayOffset + 12] = sprite.color.r; this._vertices[arrayOffset + 13] = sprite.color.g; this._vertices[arrayOffset + 14] = sprite.color.b; this._vertices[arrayOffset + 15] = sprite.color.a; }; SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) { var count = Math.min(this._capacity, this.sprites.length); var min = BABYLON.Vector3.Zero(); var max = BABYLON.Vector3.Zero(); var distance = Number.MAX_VALUE; var currentSprite; var cameraSpacePosition = BABYLON.Vector3.Zero(); var cameraView = camera.getViewMatrix(); for (var index = 0; index < count; index++) { var sprite = this.sprites[index]; if (!sprite) { continue; } if (predicate) { if (!predicate(sprite)) { continue; } } else if (!sprite.isPickable) { continue; } BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition); min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z); max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z); if (ray.intersectsBoxMinMax(min, max)) { var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin); if (distance > currentDistance) { distance = currentDistance; currentSprite = sprite; if (fastCheck) { break; } } } } if (currentSprite) { var result = new BABYLON.PickingInfo(); result.hit = true; result.pickedSprite = currentSprite; result.distance = distance; return result; } return null; }; SpriteManager.prototype.render = function () { // Check if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) return; var engine = this._scene.getEngine(); var baseSize = this._spriteTexture.getBaseSize(); // Sprites var deltaTime = engine.getDeltaTime(); var max = Math.min(this._capacity, this.sprites.length); var rowSize = baseSize.width / this.cellSize; var offset = 0; for (var index = 0; index < max; index++) { var sprite = this.sprites[index]; if (!sprite) { continue; } sprite._animate(deltaTime); this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize); this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize); this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize); this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize); } engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices); // Render var effect = this._effectBase; if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { effect = this._effectFog; } engine.enableEffect(effect); var viewMatrix = this._scene.getViewMatrix(); effect.setTexture("diffuseSampler", this._spriteTexture); effect.setMatrix("view", viewMatrix); effect.setMatrix("projection", this._scene.getProjectionMatrix()); effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height); // Fog if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity); effect.setColor3("vFogColor", this._scene.fogColor); } // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect); // Draw order engine.setDepthFunctionToLessOrEqual(); effect.setBool("alphaTest", true); engine.setColorWrite(false); engine.draw(true, 0, max * 6); engine.setColorWrite(true); effect.setBool("alphaTest", false); engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); engine.draw(true, 0, max * 6); engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); }; SpriteManager.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } if (this._spriteTexture) { this._spriteTexture.dispose(); this._spriteTexture = null; } // Remove from scene var index = this._scene.spriteManagers.indexOf(this); this._scene.spriteManagers.splice(index, 1); // Callback if (this.onDispose) { this.onDispose(); } }; return SpriteManager; })(); BABYLON.SpriteManager = SpriteManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Sprite = (function () { function Sprite(name, manager) { this.name = name; this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0); this.width = 1.0; this.height = 1.0; this.angle = 0; this.cellIndex = 0; this.invertU = 0; this.invertV = 0; this.animations = new Array(); this.isPickable = false; this._animationStarted = false; this._loopAnimation = false; this._fromIndex = 0; this._toIndex = 0; this._delay = 0; this._direction = 1; this._frameCount = 0; this._time = 0; this._manager = manager; this._manager.sprites.push(this); this.position = BABYLON.Vector3.Zero(); } Object.defineProperty(Sprite.prototype, "size", { get: function () { return this.width; }, set: function (value) { this.width = value; this.height = value; }, enumerable: true, configurable: true }); Sprite.prototype.playAnimation = function (from, to, loop, delay) { this._fromIndex = from; this._toIndex = to; this._loopAnimation = loop; this._delay = delay; this._animationStarted = true; this._direction = from < to ? 1 : -1; this.cellIndex = from; this._time = 0; }; Sprite.prototype.stopAnimation = function () { this._animationStarted = false; }; Sprite.prototype._animate = function (deltaTime) { if (!this._animationStarted) return; this._time += deltaTime; if (this._time > this._delay) { this._time = this._time % this._delay; this.cellIndex += this._direction; if (this.cellIndex == this._toIndex) { if (this._loopAnimation) { this.cellIndex = this._fromIndex; } else { this._animationStarted = false; if (this.disposeWhenFinishedAnimating) { this.dispose(); } } } } }; Sprite.prototype.dispose = function () { for (var i = 0; i < this._manager.sprites.length; i++) { if (this._manager.sprites[i] == this) { this._manager.sprites.splice(i, 1); } } }; return Sprite; })(); BABYLON.Sprite = Sprite; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Layer = (function () { function Layer(name, imgUrl, scene, isBackground, color) { this.name = name; this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE; this._vertexDeclaration = [2]; this._vertexStrideSize = 2 * 4; this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null; this.isBackground = isBackground === undefined ? true : isBackground; this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color; this._scene = scene; this._scene.layers.push(this); // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices); // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = scene.getEngine().createIndexBuffer(indices); // Effects this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], ""); } Layer.prototype.render = function () { // Check if (!this._effect.isReady() || !this.texture || !this.texture.isReady()) return; var engine = this._scene.getEngine(); // Render engine.enableEffect(this._effect); engine.setState(false); // Texture this._effect.setTexture("textureSampler", this.texture); this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix()); // Color this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a); // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect); // Draw order engine.setAlphaMode(this.alphaBlendingMode); engine.draw(true, 0, 6); engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); }; Layer.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } if (this.texture) { this.texture.dispose(); this.texture = null; } // Remove from scene var index = this._scene.layers.indexOf(this); this._scene.layers.splice(index, 1); // Callback if (this.onDispose) { this.onDispose(); } }; return Layer; })(); BABYLON.Layer = Layer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Particle = (function () { function Particle() { this.position = BABYLON.Vector3.Zero(); this.direction = BABYLON.Vector3.Zero(); this.color = new BABYLON.Color4(0, 0, 0, 0); this.colorStep = new BABYLON.Color4(0, 0, 0, 0); this.lifeTime = 1.0; this.age = 0; this.size = 0; this.angle = 0; this.angularSpeed = 0; } Particle.prototype.copyTo = function (other) { other.position.copyFrom(this.position); other.direction.copyFrom(this.direction); other.color.copyFrom(this.color); other.colorStep.copyFrom(this.colorStep); other.lifeTime = this.lifeTime; other.age = this.age; other.size = this.size; other.angle = this.angle; other.angularSpeed = this.angularSpeed; }; return Particle; })(); BABYLON.Particle = Particle; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var randomNumber = function (min, max) { if (min === max) { return (min); } var random = Math.random(); return ((random * (max - min)) + min); }; var ParticleSystem = (function () { function ParticleSystem(name, capacity, scene, customEffect) { var _this = this; this.name = name; this.renderingGroupId = 0; this.emitter = null; this.emitRate = 10; this.manualEmitCount = -1; this.updateSpeed = 0.01; this.targetStopDuration = 0; this.disposeOnStop = false; this.minEmitPower = 1; this.maxEmitPower = 1; this.minLifeTime = 1; this.maxLifeTime = 1; this.minSize = 1; this.maxSize = 1; this.minAngularSpeed = 0; this.maxAngularSpeed = 0; this.layerMask = 0x0FFFFFFF; this.blendMode = ParticleSystem.BLENDMODE_ONEONE; this.forceDepthWrite = false; this.gravity = BABYLON.Vector3.Zero(); this.direction1 = new BABYLON.Vector3(0, 1.0, 0); this.direction2 = new BABYLON.Vector3(0, 1.0, 0); this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5); this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5); this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0); this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0); this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0); this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0); this.particles = new Array(); this._vertexDeclaration = [3, 4, 4]; this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY) this._stockParticles = new Array(); this._newPartsExcess = 0; this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0); this._colorDiff = new BABYLON.Color4(0, 0, 0, 0); this._scaledDirection = BABYLON.Vector3.Zero(); this._scaledGravity = BABYLON.Vector3.Zero(); this._currentRenderId = -1; this._started = false; this._stopped = false; this._actualFrame = 0; this.id = name; this._capacity = capacity; this._scene = scene; this._customEffect = customEffect; scene.particleSystems.push(this); // VBO this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4); var indices = []; var index = 0; for (var count = 0; count < capacity; count++) { indices.push(index); indices.push(index + 1); indices.push(index + 2); indices.push(index); indices.push(index + 2); indices.push(index + 3); index += 4; } this._indexBuffer = scene.getEngine().createIndexBuffer(indices); this._vertices = new Float32Array(capacity * this._vertexStrideSize); // Default behaviors this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) { var randX = randomNumber(_this.direction1.x, _this.direction2.x); var randY = randomNumber(_this.direction1.y, _this.direction2.y); var randZ = randomNumber(_this.direction1.z, _this.direction2.z); BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate); }; this.startPositionFunction = function (worldMatrix, positionToUpdate, particle) { var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x); var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y); var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z); BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate); }; this.updateFunction = function (particles) { for (var index = 0; index < particles.length; index++) { var particle = particles[index]; particle.age += _this._scaledUpdateSpeed; if (particle.age >= particle.lifeTime) { _this.recycleParticle(particle); index--; continue; } else { particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep); particle.color.addInPlace(_this._scaledColorStep); if (particle.color.a < 0) particle.color.a = 0; particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed; particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection); particle.position.addInPlace(_this._scaledDirection); _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity); particle.direction.addInPlace(_this._scaledGravity); } } }; } ParticleSystem.prototype.recycleParticle = function (particle) { var lastParticle = this.particles.pop(); if (lastParticle !== particle) { lastParticle.copyTo(particle); this._stockParticles.push(lastParticle); } }; ParticleSystem.prototype.getCapacity = function () { return this._capacity; }; ParticleSystem.prototype.isAlive = function () { return this._alive; }; ParticleSystem.prototype.isStarted = function () { return this._started; }; ParticleSystem.prototype.start = function () { this._started = true; this._stopped = false; this._actualFrame = 0; }; ParticleSystem.prototype.stop = function () { this._stopped = true; }; ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) { var offset = index * 11; this._vertices[offset] = particle.position.x; this._vertices[offset + 1] = particle.position.y; this._vertices[offset + 2] = particle.position.z; this._vertices[offset + 3] = particle.color.r; this._vertices[offset + 4] = particle.color.g; this._vertices[offset + 5] = particle.color.b; this._vertices[offset + 6] = particle.color.a; this._vertices[offset + 7] = particle.angle; this._vertices[offset + 8] = particle.size; this._vertices[offset + 9] = offsetX; this._vertices[offset + 10] = offsetY; }; ParticleSystem.prototype._update = function (newParticles) { // Update current this._alive = this.particles.length > 0; this.updateFunction(this.particles); // Add new ones var worldMatrix; if (this.emitter.position) { worldMatrix = this.emitter.getWorldMatrix(); } else { worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z); } for (var index = 0; index < newParticles; index++) { if (this.particles.length === this._capacity) { break; } if (this._stockParticles.length !== 0) { var particle = this._stockParticles.pop(); particle.age = 0; } else { particle = new BABYLON.Particle(); } this.particles.push(particle); var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower); this.startDirectionFunction(emitPower, worldMatrix, particle.direction, particle); particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime); particle.size = randomNumber(this.minSize, this.maxSize); particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed); this.startPositionFunction(worldMatrix, particle.position, particle); var step = randomNumber(0, 1.0); BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color); this.colorDead.subtractToRef(particle.color, this._colorDiff); this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep); } }; ParticleSystem.prototype._getEffect = function () { if (this._customEffect) { return this._customEffect; } ; var defines = []; if (this._scene.clipPlane) { defines.push("#define CLIPPLANE"); } // Effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join); } return this._effect; }; ParticleSystem.prototype.animate = function () { if (!this._started) return; var effect = this._getEffect(); // Check if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) return; if (this._currentRenderId === this._scene.getRenderId()) { return; } this._currentRenderId = this._scene.getRenderId(); this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio(); // determine the number of particles we need to create var emitCout; if (this.manualEmitCount > -1) { emitCout = this.manualEmitCount; this.manualEmitCount = 0; } else { emitCout = this.emitRate; } var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0); this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles; if (this._newPartsExcess > 1.0) { newParticles += this._newPartsExcess >> 0; this._newPartsExcess -= this._newPartsExcess >> 0; } this._alive = false; if (!this._stopped) { this._actualFrame += this._scaledUpdateSpeed; if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) this.stop(); } else { newParticles = 0; } this._update(newParticles); // Stopped? if (this._stopped) { if (!this._alive) { this._started = false; if (this.disposeOnStop) { this._scene._toBeDisposed.push(this); } } } // Update VBO var offset = 0; for (var index = 0; index < this.particles.length; index++) { var particle = this.particles[index]; this._appendParticleVertex(offset++, particle, 0, 0); this._appendParticleVertex(offset++, particle, 1, 0); this._appendParticleVertex(offset++, particle, 1, 1); this._appendParticleVertex(offset++, particle, 0, 1); } var engine = this._scene.getEngine(); engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices); }; ParticleSystem.prototype.render = function () { var effect = this._getEffect(); // Check if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length) return 0; var engine = this._scene.getEngine(); // Render engine.enableEffect(effect); engine.setState(false); var viewMatrix = this._scene.getViewMatrix(); effect.setTexture("diffuseSampler", this.particleTexture); effect.setMatrix("view", viewMatrix); effect.setMatrix("projection", this._scene.getProjectionMatrix()); effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a); if (this._scene.clipPlane) { var clipPlane = this._scene.clipPlane; var invView = viewMatrix.clone(); invView.invert(); effect.setMatrix("invView", invView); effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); } // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect); // Draw order if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) { engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE); } else { engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); } if (this.forceDepthWrite) { engine.setDepthWrite(true); } engine.draw(true, 0, this.particles.length * 6); engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); return this.particles.length; }; ParticleSystem.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } if (this.particleTexture) { this.particleTexture.dispose(); this.particleTexture = null; } // Remove from scene var index = this._scene.particleSystems.indexOf(this); this._scene.particleSystems.splice(index, 1); // Callback if (this.onDispose) { this.onDispose(); } }; // Clone ParticleSystem.prototype.clone = function (name, newEmitter) { var result = new ParticleSystem(name, this._capacity, this._scene); BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]); if (newEmitter === undefined) { newEmitter = this.emitter; } result.emitter = newEmitter; if (this.particleTexture) { result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene); } result.start(); return result; }; // Statics ParticleSystem.BLENDMODE_ONEONE = 0; ParticleSystem.BLENDMODE_STANDARD = 1; return ParticleSystem; })(); BABYLON.ParticleSystem = ParticleSystem; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var AnimationRange = (function () { function AnimationRange(name, from, to) { this.name = name; this.from = from; this.to = to; } return AnimationRange; })(); BABYLON.AnimationRange = AnimationRange; /** * Composed of a frame, and an action function */ var AnimationEvent = (function () { function AnimationEvent(frame, action, onlyOnce) { this.frame = frame; this.action = action; this.onlyOnce = onlyOnce; this.isDone = false; } return AnimationEvent; })(); BABYLON.AnimationEvent = AnimationEvent; var Animation = (function () { function Animation(name, targetProperty, framePerSecond, dataType, loopMode) { this.name = name; this.targetProperty = targetProperty; this.framePerSecond = framePerSecond; this.dataType = dataType; this.loopMode = loopMode; this._offsetsCache = {}; this._highLimitsCache = {}; this._stopped = false; // The set of event that will be linked to this animation this._events = new Array(); this.allowMatricesInterpolation = false; this._ranges = new Array(); this.targetPropertyPath = targetProperty.split("."); this.dataType = dataType; this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode; } Animation._PrepareAnimation = function (targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) { var dataType = undefined; if (!isNaN(parseFloat(from)) && isFinite(from)) { dataType = Animation.ANIMATIONTYPE_FLOAT; } else if (from instanceof BABYLON.Quaternion) { dataType = Animation.ANIMATIONTYPE_QUATERNION; } else if (from instanceof BABYLON.Vector3) { dataType = Animation.ANIMATIONTYPE_VECTOR3; } else if (from instanceof BABYLON.Vector2) { dataType = Animation.ANIMATIONTYPE_VECTOR2; } else if (from instanceof BABYLON.Color3) { dataType = Animation.ANIMATIONTYPE_COLOR3; } if (dataType == undefined) { return null; } var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode); var keys = []; keys.push({ frame: 0, value: from }); keys.push({ frame: totalFrame, value: to }); animation.setKeys(keys); if (easingFunction !== undefined) { animation.setEasingFunction(easingFunction); } return animation; }; Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) { var animation = Animation._PrepareAnimation(targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction); return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd); }; Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) { var animation = Animation._PrepareAnimation(targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction); node.animations.push(animation); return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd); }; // Methods /** * Add an event to this animation. */ Animation.prototype.addEvent = function (event) { this._events.push(event); }; /** * Remove all events found at the given frame * @param frame */ Animation.prototype.removeEvents = function (frame) { for (var index = 0; index < this._events.length; index++) { if (this._events[index].frame === frame) { this._events.splice(index, 1); index--; } } }; Animation.prototype.createRange = function (name, from, to) { this._ranges.push(new AnimationRange(name, from, to)); }; Animation.prototype.deleteRange = function (name) { for (var index = 0; index < this._ranges.length; index++) { if (this._ranges[index].name === name) { this._ranges.splice(index, 1); return; } } }; Animation.prototype.getRange = function (name) { for (var index = 0; index < this._ranges.length; index++) { if (this._ranges[index].name === name) { return this._ranges[index]; } } return null; }; Animation.prototype.reset = function () { this._offsetsCache = {}; this._highLimitsCache = {}; this.currentFrame = 0; }; Animation.prototype.isStopped = function () { return this._stopped; }; Animation.prototype.getKeys = function () { return this._keys; }; Animation.prototype.getEasingFunction = function () { return this._easingFunction; }; Animation.prototype.setEasingFunction = function (easingFunction) { this._easingFunction = easingFunction; }; Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) { return startValue + (endValue - startValue) * gradient; }; Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Quaternion.Slerp(startValue, endValue, gradient); }; Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Vector3.Lerp(startValue, endValue, gradient); }; Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Vector2.Lerp(startValue, endValue, gradient); }; Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Color3.Lerp(startValue, endValue, gradient); }; Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Matrix.Lerp(startValue, endValue, gradient); }; Animation.prototype.clone = function () { var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode); if (this._keys) { clone.setKeys(this._keys); } return clone; }; Animation.prototype.setKeys = function (values) { this._keys = values.slice(0); this._offsetsCache = {}; this._highLimitsCache = {}; }; Animation.prototype._getKeyValue = function (value) { if (typeof value === "function") { return value(); } return value; }; Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) { if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) { return highLimitValue.clone ? highLimitValue.clone() : highLimitValue; } this.currentFrame = currentFrame; // Try to get a hash to find the right key var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1)); if (this._keys[startKey].frame >= currentFrame) { while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) { startKey--; } } for (var key = startKey; key < this._keys.length; key++) { if (this._keys[key + 1].frame >= currentFrame) { var startValue = this._getKeyValue(this._keys[key].value); var endValue = this._getKeyValue(this._keys[key + 1].value); // gradient : percent of currentFrame between the frame inf and the frame sup var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame); // check for easingFunction and correction of gradient if (this._easingFunction != null) { gradient = this._easingFunction.ease(gradient); } switch (this.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.floatInterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient); } break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: var quaternion = null; switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient); break; case Animation.ANIMATIONLOOPMODE_RELATIVE: quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); break; } return quaternion; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.vector3InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.vector2InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Color3 case Animation.ANIMATIONTYPE_COLOR3: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.color3InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Matrix case Animation.ANIMATIONTYPE_MATRIX: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: if (this.allowMatricesInterpolation) { return this.matrixInterpolateFunction(startValue, endValue, gradient); } case Animation.ANIMATIONLOOPMODE_RELATIVE: return startValue; } default: break; } break; } } return this._getKeyValue(this._keys[this._keys.length - 1].value); }; Animation.prototype.setValue = function (currentValue) { // Set value if (this.targetPropertyPath.length > 1) { var property = this._target[this.targetPropertyPath[0]]; for (var index = 1; index < this.targetPropertyPath.length - 1; index++) { property = property[this.targetPropertyPath[index]]; } property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue; } else { this._target[this.targetPropertyPath[0]] = currentValue; } if (this._target.markAsDirty) { this._target.markAsDirty(this.targetProperty); } }; Animation.prototype.goToFrame = function (frame) { if (frame < this._keys[0].frame) { frame = this._keys[0].frame; } else if (frame > this._keys[this._keys.length - 1].frame) { frame = this._keys[this._keys.length - 1].frame; } var currentValue = this._interpolate(frame, 0, this.loopMode); this.setValue(currentValue); }; Animation.prototype.animate = function (delay, from, to, loop, speedRatio) { if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) { this._stopped = true; return false; } var returnValue = true; // Adding a start key at frame 0 if missing if (this._keys[0].frame !== 0) { var newKey = { frame: 0, value: this._keys[0].value }; this._keys.splice(0, 0, newKey); } // Check limits if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) { from = this._keys[0].frame; } if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) { to = this._keys[this._keys.length - 1].frame; } // Compute ratio var range = to - from; var offsetValue; // ratio represents the frame delta between from and to var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0; var highLimitValue = 0; if (ratio > range && !loop) { returnValue = false; highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value); } else { // Get max value if required if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) { var keyOffset = to.toString() + from.toString(); if (!this._offsetsCache[keyOffset]) { var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE); var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE); switch (this.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: this._offsetsCache[keyOffset] = toValue - fromValue; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); // Color3 case Animation.ANIMATIONTYPE_COLOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); default: break; } this._highLimitsCache[keyOffset] = toValue; } highLimitValue = this._highLimitsCache[keyOffset]; offsetValue = this._offsetsCache[keyOffset]; } } if (offsetValue === undefined) { switch (this.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: offsetValue = 0; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: offsetValue = new BABYLON.Quaternion(0, 0, 0, 0); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: offsetValue = BABYLON.Vector3.Zero(); break; // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: offsetValue = BABYLON.Vector2.Zero(); break; // Color3 case Animation.ANIMATIONTYPE_COLOR3: offsetValue = BABYLON.Color3.Black(); } } // Compute value var repeatCount = (ratio / range) >> 0; var currentFrame = returnValue ? from + ratio % range : to; var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue); // Check events for (var index = 0; index < this._events.length; index++) { if (currentFrame >= this._events[index].frame) { var event = this._events[index]; if (!event.isDone) { // If event should be done only once, remove it. if (event.onlyOnce) { this._events.splice(index, 1); index--; } event.isDone = true; event.action(); } // Don't do anything if the event has already be done. } else if (this._events[index].isDone && !this._events[index].onlyOnce) { // reset event, the animation is looping this._events[index].isDone = false; } } // Set value this.setValue(currentValue); if (!returnValue) { this._stopped = true; } return returnValue; }; Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", { get: function () { return Animation._ANIMATIONTYPE_FLOAT; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", { get: function () { return Animation._ANIMATIONTYPE_VECTOR3; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", { get: function () { return Animation._ANIMATIONTYPE_VECTOR2; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", { get: function () { return Animation._ANIMATIONTYPE_QUATERNION; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", { get: function () { return Animation._ANIMATIONTYPE_MATRIX; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", { get: function () { return Animation._ANIMATIONTYPE_COLOR3; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", { get: function () { return Animation._ANIMATIONLOOPMODE_RELATIVE; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", { get: function () { return Animation._ANIMATIONLOOPMODE_CYCLE; }, enumerable: true, configurable: true }); Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", { get: function () { return Animation._ANIMATIONLOOPMODE_CONSTANT; }, enumerable: true, configurable: true }); Animation.ParseAnimation = function (parsedAnimation) { var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior); var dataType = parsedAnimation.dataType; var keys = []; for (var index = 0; index < parsedAnimation.keys.length; index++) { var key = parsedAnimation.keys[index]; var data; switch (dataType) { case Animation.ANIMATIONTYPE_FLOAT: data = key.values[0]; break; case Animation.ANIMATIONTYPE_QUATERNION: data = BABYLON.Quaternion.FromArray(key.values); break; case Animation.ANIMATIONTYPE_MATRIX: data = BABYLON.Matrix.FromArray(key.values); break; case Animation.ANIMATIONTYPE_VECTOR3: default: data = BABYLON.Vector3.FromArray(key.values); break; } keys.push({ frame: key.frame, value: data }); } animation.setKeys(keys); return animation; }; // Statics Animation._ANIMATIONTYPE_FLOAT = 0; Animation._ANIMATIONTYPE_VECTOR3 = 1; Animation._ANIMATIONTYPE_QUATERNION = 2; Animation._ANIMATIONTYPE_MATRIX = 3; Animation._ANIMATIONTYPE_COLOR3 = 4; Animation._ANIMATIONTYPE_VECTOR2 = 5; Animation._ANIMATIONLOOPMODE_RELATIVE = 0; Animation._ANIMATIONLOOPMODE_CYCLE = 1; Animation._ANIMATIONLOOPMODE_CONSTANT = 2; return Animation; })(); BABYLON.Animation = Animation; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Animatable = (function () { function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) { if (fromFrame === void 0) { fromFrame = 0; } if (toFrame === void 0) { toFrame = 100; } if (loopAnimation === void 0) { loopAnimation = false; } if (speedRatio === void 0) { speedRatio = 1.0; } this.target = target; this.fromFrame = fromFrame; this.toFrame = toFrame; this.loopAnimation = loopAnimation; this.speedRatio = speedRatio; this.onAnimationEnd = onAnimationEnd; this._animations = new Array(); this._paused = false; this.animationStarted = false; if (animations) { this.appendAnimations(target, animations); } this._scene = scene; scene._activeAnimatables.push(this); } // Methods Animatable.prototype.getAnimations = function () { return this._animations; }; Animatable.prototype.appendAnimations = function (target, animations) { for (var index = 0; index < animations.length; index++) { var animation = animations[index]; animation._target = target; this._animations.push(animation); } }; Animatable.prototype.getAnimationByTargetProperty = function (property) { var animations = this._animations; for (var index = 0; index < animations.length; index++) { if (animations[index].targetProperty === property) { return animations[index]; } } return null; }; Animatable.prototype.reset = function () { var animations = this._animations; for (var index = 0; index < animations.length; index++) { animations[index].reset(); } this._localDelayOffset = null; this._pausedDelay = null; }; Animatable.prototype.goToFrame = function (frame) { var animations = this._animations; for (var index = 0; index < animations.length; index++) { animations[index].goToFrame(frame); } }; Animatable.prototype.pause = function () { if (this._paused) { return; } this._paused = true; }; Animatable.prototype.restart = function () { this._paused = false; }; Animatable.prototype.stop = function () { var index = this._scene._activeAnimatables.indexOf(this); if (index > -1) { this._scene._activeAnimatables.splice(index, 1); } if (this.onAnimationEnd) { this.onAnimationEnd(); } }; Animatable.prototype._animate = function (delay) { if (this._paused) { this.animationStarted = false; if (!this._pausedDelay) { this._pausedDelay = delay; } return true; } if (!this._localDelayOffset) { this._localDelayOffset = delay; } else if (this._pausedDelay) { this._localDelayOffset += delay - this._pausedDelay; this._pausedDelay = null; } // Animating var running = false; var animations = this._animations; var index; for (index = 0; index < animations.length; index++) { var animation = animations[index]; var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio); running = running || isRunning; } this.animationStarted = running; if (!running) { // Remove from active animatables index = this._scene._activeAnimatables.indexOf(this); this._scene._activeAnimatables.splice(index, 1); } if (!running && this.onAnimationEnd) { this.onAnimationEnd(); } return running; }; return Animatable; })(); BABYLON.Animatable = Animatable; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var EasingFunction = (function () { function EasingFunction() { // Properties this._easingMode = EasingFunction.EASINGMODE_EASEIN; } Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", { get: function () { return EasingFunction._EASINGMODE_EASEIN; }, enumerable: true, configurable: true }); Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", { get: function () { return EasingFunction._EASINGMODE_EASEOUT; }, enumerable: true, configurable: true }); Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", { get: function () { return EasingFunction._EASINGMODE_EASEINOUT; }, enumerable: true, configurable: true }); EasingFunction.prototype.setEasingMode = function (easingMode) { var n = Math.min(Math.max(easingMode, 0), 2); this._easingMode = n; }; EasingFunction.prototype.getEasingMode = function () { return this._easingMode; }; EasingFunction.prototype.easeInCore = function (gradient) { throw new Error('You must implement this method'); }; EasingFunction.prototype.ease = function (gradient) { switch (this._easingMode) { case EasingFunction.EASINGMODE_EASEIN: return this.easeInCore(gradient); case EasingFunction.EASINGMODE_EASEOUT: return (1 - this.easeInCore(1 - gradient)); } if (gradient >= 0.5) { return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5); } return (this.easeInCore(gradient * 2) * 0.5); }; //Statics EasingFunction._EASINGMODE_EASEIN = 0; EasingFunction._EASINGMODE_EASEOUT = 1; EasingFunction._EASINGMODE_EASEINOUT = 2; return EasingFunction; })(); BABYLON.EasingFunction = EasingFunction; var CircleEase = (function (_super) { __extends(CircleEase, _super); function CircleEase() { _super.apply(this, arguments); } CircleEase.prototype.easeInCore = function (gradient) { gradient = Math.max(0, Math.min(1, gradient)); return (1.0 - Math.sqrt(1.0 - (gradient * gradient))); }; return CircleEase; })(EasingFunction); BABYLON.CircleEase = CircleEase; var BackEase = (function (_super) { __extends(BackEase, _super); function BackEase(amplitude) { if (amplitude === void 0) { amplitude = 1; } _super.call(this); this.amplitude = amplitude; } BackEase.prototype.easeInCore = function (gradient) { var num = Math.max(0, this.amplitude); return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient))); }; return BackEase; })(EasingFunction); BABYLON.BackEase = BackEase; var BounceEase = (function (_super) { __extends(BounceEase, _super); function BounceEase(bounces, bounciness) { if (bounces === void 0) { bounces = 3; } if (bounciness === void 0) { bounciness = 2; } _super.call(this); this.bounces = bounces; this.bounciness = bounciness; } BounceEase.prototype.easeInCore = function (gradient) { var y = Math.max(0.0, this.bounces); var bounciness = this.bounciness; if (bounciness <= 1.0) { bounciness = 1.001; } var num9 = Math.pow(bounciness, y); var num5 = 1.0 - bounciness; var num4 = ((1.0 - num9) / num5) + (num9 * 0.5); var num15 = gradient * num4; var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness); var num3 = Math.floor(num65); var num13 = num3 + 1.0; var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4); var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4); var num7 = (num8 + num12) * 0.5; var num6 = gradient - num7; var num2 = num7 - num8; return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2)); }; return BounceEase; })(EasingFunction); BABYLON.BounceEase = BounceEase; var CubicEase = (function (_super) { __extends(CubicEase, _super); function CubicEase() { _super.apply(this, arguments); } CubicEase.prototype.easeInCore = function (gradient) { return (gradient * gradient * gradient); }; return CubicEase; })(EasingFunction); BABYLON.CubicEase = CubicEase; var ElasticEase = (function (_super) { __extends(ElasticEase, _super); function ElasticEase(oscillations, springiness) { if (oscillations === void 0) { oscillations = 3; } if (springiness === void 0) { springiness = 3; } _super.call(this); this.oscillations = oscillations; this.springiness = springiness; } ElasticEase.prototype.easeInCore = function (gradient) { var num2; var num3 = Math.max(0.0, this.oscillations); var num = Math.max(0.0, this.springiness); if (num == 0) { num2 = gradient; } else { num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0); } return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient)); }; return ElasticEase; })(EasingFunction); BABYLON.ElasticEase = ElasticEase; var ExponentialEase = (function (_super) { __extends(ExponentialEase, _super); function ExponentialEase(exponent) { if (exponent === void 0) { exponent = 2; } _super.call(this); this.exponent = exponent; } ExponentialEase.prototype.easeInCore = function (gradient) { if (this.exponent <= 0) { return gradient; } return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0)); }; return ExponentialEase; })(EasingFunction); BABYLON.ExponentialEase = ExponentialEase; var PowerEase = (function (_super) { __extends(PowerEase, _super); function PowerEase(power) { if (power === void 0) { power = 2; } _super.call(this); this.power = power; } PowerEase.prototype.easeInCore = function (gradient) { var y = Math.max(0.0, this.power); return Math.pow(gradient, y); }; return PowerEase; })(EasingFunction); BABYLON.PowerEase = PowerEase; var QuadraticEase = (function (_super) { __extends(QuadraticEase, _super); function QuadraticEase() { _super.apply(this, arguments); } QuadraticEase.prototype.easeInCore = function (gradient) { return (gradient * gradient); }; return QuadraticEase; })(EasingFunction); BABYLON.QuadraticEase = QuadraticEase; var QuarticEase = (function (_super) { __extends(QuarticEase, _super); function QuarticEase() { _super.apply(this, arguments); } QuarticEase.prototype.easeInCore = function (gradient) { return (gradient * gradient * gradient * gradient); }; return QuarticEase; })(EasingFunction); BABYLON.QuarticEase = QuarticEase; var QuinticEase = (function (_super) { __extends(QuinticEase, _super); function QuinticEase() { _super.apply(this, arguments); } QuinticEase.prototype.easeInCore = function (gradient) { return (gradient * gradient * gradient * gradient * gradient); }; return QuinticEase; })(EasingFunction); BABYLON.QuinticEase = QuinticEase; var SineEase = (function (_super) { __extends(SineEase, _super); function SineEase() { _super.apply(this, arguments); } SineEase.prototype.easeInCore = function (gradient) { return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient))); }; return SineEase; })(EasingFunction); BABYLON.SineEase = SineEase; var BezierCurveEase = (function (_super) { __extends(BezierCurveEase, _super); function BezierCurveEase(x1, y1, x2, y2) { if (x1 === void 0) { x1 = 0; } if (y1 === void 0) { y1 = 0; } if (x2 === void 0) { x2 = 1; } if (y2 === void 0) { y2 = 1; } _super.call(this); this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2; } BezierCurveEase.prototype.easeInCore = function (gradient) { return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2); }; return BezierCurveEase; })(EasingFunction); BABYLON.BezierCurveEase = BezierCurveEase; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Bone = (function (_super) { __extends(Bone, _super); function Bone(name, skeleton, parentBone, matrix) { _super.call(this, name, skeleton.getScene()); this.name = name; this.children = new Array(); this.animations = new Array(); this._worldTransform = new BABYLON.Matrix(); this._absoluteTransform = new BABYLON.Matrix(); this._invertedAbsoluteTransform = new BABYLON.Matrix(); this._skeleton = skeleton; this._matrix = matrix; this._baseMatrix = matrix; skeleton.bones.push(this); if (parentBone) { this._parent = parentBone; parentBone.children.push(this); } else { this._parent = null; } this._updateDifferenceMatrix(); } // Members Bone.prototype.getParent = function () { return this._parent; }; Bone.prototype.getLocalMatrix = function () { return this._matrix; }; Bone.prototype.getBaseMatrix = function () { return this._baseMatrix; }; Bone.prototype.getWorldMatrix = function () { return this._worldTransform; }; Bone.prototype.getInvertedAbsoluteTransform = function () { return this._invertedAbsoluteTransform; }; Bone.prototype.getAbsoluteMatrix = function () { var matrix = this._matrix.clone(); var parent = this._parent; while (parent) { matrix = matrix.multiply(parent.getLocalMatrix()); parent = parent.getParent(); } return matrix; }; // Methods Bone.prototype.updateMatrix = function (matrix) { this._matrix = matrix; this._skeleton._markAsDirty(); this._updateDifferenceMatrix(); }; Bone.prototype._updateDifferenceMatrix = function () { if (this._parent) { this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform); } else { this._absoluteTransform.copyFrom(this._matrix); } this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform); for (var index = 0; index < this.children.length; index++) { this.children[index]._updateDifferenceMatrix(); } }; Bone.prototype.markAsDirty = function () { this._currentRenderId++; this._skeleton._markAsDirty(); }; return Bone; })(BABYLON.Node); BABYLON.Bone = Bone; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Skeleton = (function () { function Skeleton(name, id, scene) { this.name = name; this.id = id; this.bones = new Array(); this._isDirty = true; this._identity = BABYLON.Matrix.Identity(); this._ranges = new Array(); this.bones = []; this._scene = scene; scene.skeletons.push(this); this.prepare(); //make sure it will recalculate the matrix next time prepare is called. this._isDirty = true; } // Members Skeleton.prototype.getTransformMatrices = function () { return this._transformMatrices; }; Skeleton.prototype.getScene = function () { return this._scene; }; // Methods Skeleton.prototype.createAnimationRange = function (name, from, to) { this._ranges.push(new BABYLON.AnimationRange(name, from, to)); }; Skeleton.prototype.deleteAnimationRange = function (name) { for (var index = 0; index < this._ranges.length; index++) { if (this._ranges[index].name === name) { this._ranges.splice(index, 1); return; } } }; Skeleton.prototype.getAnimationRange = function (name) { for (var index = 0; index < this._ranges.length; index++) { if (this._ranges[index].name === name) { return this._ranges[index]; } } return null; }; Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) { var range = this.getAnimationRange(name); if (!range) { return null; } this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd); }; Skeleton.prototype._markAsDirty = function () { this._isDirty = true; }; Skeleton.prototype.prepare = function () { if (!this._isDirty) { return; } if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) { this._transformMatrices = new Float32Array(16 * (this.bones.length + 1)); } for (var index = 0; index < this.bones.length; index++) { var bone = this.bones[index]; var parentBone = bone.getParent(); if (parentBone) { bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix()); } else { bone.getWorldMatrix().copyFrom(bone.getLocalMatrix()); } bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16); } this._identity.copyToArray(this._transformMatrices, this.bones.length * 16); this._isDirty = false; this._scene._activeBones += this.bones.length; }; Skeleton.prototype.getAnimatables = function () { if (!this._animatables || this._animatables.length !== this.bones.length) { this._animatables = []; for (var index = 0; index < this.bones.length; index++) { this._animatables.push(this.bones[index]); } } return this._animatables; }; Skeleton.prototype.clone = function (name, id) { var result = new Skeleton(name, id || name, this._scene); for (var index = 0; index < this.bones.length; index++) { var source = this.bones[index]; var parentBone = null; if (source.getParent()) { var parentIndex = this.bones.indexOf(source.getParent()); parentBone = result.bones[parentIndex]; } var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix()); BABYLON.Tools.DeepCopy(source.animations, bone.animations); } return result; }; Skeleton.prototype.dispose = function () { // Animations this.getScene().stopAnimation(this); // Remove from scene this.getScene().removeSkeleton(this); }; return Skeleton; })(); BABYLON.Skeleton = Skeleton; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcess = (function () { function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines, textureType) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; } this.name = name; this.width = -1; this.height = -1; this._reusable = false; this._textures = new BABYLON.SmartArray(2); this._currentRenderTextureInd = 0; if (camera != null) { this._camera = camera; this._scene = camera.getScene(); camera.attachPostProcess(this); this._engine = this._scene.getEngine(); } else { this._engine = engine; } this._renderRatio = ratio; this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE; this._reusable = reusable || false; this._textureType = textureType; this._samplers = samplers || []; this._samplers.push("textureSampler"); this._fragmentUrl = fragmentUrl; this._parameters = parameters || []; this.updateEffect(defines); } PostProcess.prototype.updateEffect = function (defines) { this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: this._fragmentUrl }, ["position"], this._parameters, this._samplers, defines !== undefined ? defines : ""); }; PostProcess.prototype.isReusable = function () { return this._reusable; }; PostProcess.prototype.activate = function (camera, sourceTexture) { camera = camera || this._camera; var scene = camera.getScene(); var maxSize = camera.getEngine().getCaps().maxTextureSize; var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0; var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0; desiredWidth = this._renderRatio.width || BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize); desiredHeight = this._renderRatio.height || BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize); if (this.width !== desiredWidth || this.height !== desiredHeight) { if (this._textures.length > 0) { for (var i = 0; i < this._textures.length; i++) { this._engine._releaseTexture(this._textures.data[i]); } this._textures.reset(); } this.width = desiredWidth; this.height = desiredHeight; this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode, type: this._textureType })); if (this._reusable) { this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode, type: this._textureType })); } if (this.onSizeChanged) { this.onSizeChanged(); } } this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]); if (this.onActivate) { this.onActivate(camera); } // Clear if (this.clearColor) { this._engine.clear(this.clearColor, true, true); } else { this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true); } if (this._reusable) { this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2; } }; Object.defineProperty(PostProcess.prototype, "isSupported", { get: function () { return this._effect.isSupported; }, enumerable: true, configurable: true }); PostProcess.prototype.apply = function () { // Check if (!this._effect.isReady()) return null; // States this._engine.enableEffect(this._effect); this._engine.setState(false); this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); this._engine.setDepthBuffer(false); this._engine.setDepthWrite(false); // Texture this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]); // Parameters if (this.onApply) { this.onApply(this._effect); } return this._effect; }; PostProcess.prototype.dispose = function (camera) { camera = camera || this._camera; if (this._textures.length > 0) { for (var i = 0; i < this._textures.length; i++) { this._engine._releaseTexture(this._textures.data[i]); } this._textures.reset(); } if (!camera) { return; } camera.detachPostProcess(this); var index = camera._postProcesses.indexOf(this); if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) { this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer } }; return PostProcess; })(); BABYLON.PostProcess = PostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcessManager = (function () { function PostProcessManager(scene) { this._vertexDeclaration = [2]; this._vertexStrideSize = 2 * 4; this._scene = scene; } PostProcessManager.prototype._prepareBuffers = function () { if (this._vertexBuffer) { return; } // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices); // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices); }; // Methods PostProcessManager.prototype._prepareFrame = function (sourceTexture) { var postProcesses = this._scene.activeCamera._postProcesses; var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices; if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) { return false; } postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture); return true; }; PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) { var engine = this._scene.getEngine(); for (var index = 0; index < postProcesses.length; index++) { if (index < postProcesses.length - 1) { postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture); } else { if (targetTexture) { engine.bindFramebuffer(targetTexture); } else { engine.restoreDefaultFramebuffer(); } } var pp = postProcesses[index]; var effect = pp.apply(); if (effect) { if (pp.onBeforeRender) { pp.onBeforeRender(effect); } // VBOs this._prepareBuffers(); engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect); // Draw order engine.draw(true, 0, 6); if (pp.onAfterRender) { pp.onAfterRender(effect); } } } // Restore depth buffer engine.setDepthBuffer(true); engine.setDepthWrite(true); }; PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses) { postProcesses = postProcesses || this._scene.activeCamera._postProcesses; var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices; if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) { return; } var engine = this._scene.getEngine(); for (var index = 0; index < postProcessesTakenIndices.length; index++) { if (index < postProcessesTakenIndices.length - 1) { postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera); } else { if (targetTexture) { engine.bindFramebuffer(targetTexture, faceIndex); } else { engine.restoreDefaultFramebuffer(); } } if (doNotPresent) { break; } var pp = postProcesses[postProcessesTakenIndices[index]]; var effect = pp.apply(); if (effect) { if (pp.onBeforeRender) { pp.onBeforeRender(effect); } // VBOs this._prepareBuffers(); engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect); // Draw order engine.draw(true, 0, 6); if (pp.onAfterRender) { pp.onAfterRender(effect); } } } // Restore depth buffer engine.setDepthBuffer(true); engine.setDepthWrite(true); }; PostProcessManager.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } }; return PostProcessManager; })(); BABYLON.PostProcessManager = PostProcessManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PassPostProcess = (function (_super) { __extends(PassPostProcess, _super); function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) { _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable); } return PassPostProcess; })(BABYLON.PostProcess); BABYLON.PassPostProcess = PassPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PhysicsEngine = (function () { function PhysicsEngine(plugin) { this._currentPlugin = plugin || new BABYLON.OimoJSPlugin(); } PhysicsEngine.prototype._initialize = function (gravity) { this._currentPlugin.initialize(); this._setGravity(gravity); }; PhysicsEngine.prototype._runOneStep = function (delta) { if (delta > 0.1) { delta = 0.1; } else if (delta <= 0) { delta = 1.0 / 60.0; } this._currentPlugin.runOneStep(delta); }; PhysicsEngine.prototype._setGravity = function (gravity) { this.gravity = gravity || new BABYLON.Vector3(0, -9.807, 0); this._currentPlugin.setGravity(this.gravity); }; PhysicsEngine.prototype._getGravity = function () { return this._currentPlugin.getGravity(); }; PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) { return this._currentPlugin.registerMesh(mesh, impostor, options); }; PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) { return this._currentPlugin.registerMeshesAsCompound(parts, options); }; PhysicsEngine.prototype._unregisterMesh = function (mesh) { this._currentPlugin.unregisterMesh(mesh); }; PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) { this._currentPlugin.applyImpulse(mesh, force, contactPoint); }; PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) { return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options); }; PhysicsEngine.prototype._updateBodyPosition = function (mesh) { this._currentPlugin.updateBodyPosition(mesh); }; PhysicsEngine.prototype.dispose = function () { this._currentPlugin.dispose(); }; PhysicsEngine.prototype.isSupported = function () { return this._currentPlugin.isSupported(); }; PhysicsEngine.prototype.getPhysicsBodyOfMesh = function (mesh) { return this._currentPlugin.getPhysicsBodyOfMesh(mesh); }; PhysicsEngine.prototype.getPhysicsPluginName = function () { return this._currentPlugin.name; }; // Statics PhysicsEngine.NoImpostor = 0; PhysicsEngine.SphereImpostor = 1; PhysicsEngine.BoxImpostor = 2; PhysicsEngine.PlaneImpostor = 3; PhysicsEngine.MeshImpostor = 4; PhysicsEngine.CapsuleImpostor = 5; PhysicsEngine.ConeImpostor = 6; PhysicsEngine.CylinderImpostor = 7; PhysicsEngine.ConvexHullImpostor = 8; PhysicsEngine.HeightmapImpostor = 9; PhysicsEngine.Epsilon = 0.001; return PhysicsEngine; })(); BABYLON.PhysicsEngine = PhysicsEngine; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VertexData = (function () { function VertexData() { } VertexData.prototype.set = function (data, kind) { switch (kind) { case BABYLON.VertexBuffer.PositionKind: this.positions = data; break; case BABYLON.VertexBuffer.NormalKind: this.normals = data; break; case BABYLON.VertexBuffer.UVKind: this.uvs = data; break; case BABYLON.VertexBuffer.UV2Kind: this.uvs2 = data; break; case BABYLON.VertexBuffer.UV3Kind: this.uvs3 = data; break; case BABYLON.VertexBuffer.UV4Kind: this.uvs4 = data; break; case BABYLON.VertexBuffer.UV5Kind: this.uvs5 = data; break; case BABYLON.VertexBuffer.UV6Kind: this.uvs6 = data; break; case BABYLON.VertexBuffer.ColorKind: this.colors = data; break; case BABYLON.VertexBuffer.MatricesIndicesKind: this.matricesIndices = data; break; case BABYLON.VertexBuffer.MatricesWeightsKind: this.matricesWeights = data; break; case BABYLON.VertexBuffer.MatricesIndicesExtraKind: this.matricesIndicesExtra = data; break; case BABYLON.VertexBuffer.MatricesWeightsExtraKind: this.matricesWeightsExtra = data; break; } }; VertexData.prototype.applyToMesh = function (mesh, updatable) { this._applyTo(mesh, updatable); }; VertexData.prototype.applyToGeometry = function (geometry, updatable) { this._applyTo(geometry, updatable); }; VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) { this._update(mesh); }; VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) { this._update(geometry); }; VertexData.prototype._applyTo = function (meshOrGeometry, updatable) { if (this.positions) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable); } if (this.normals) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable); } if (this.uvs) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable); } if (this.uvs2) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable); } if (this.uvs3) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable); } if (this.uvs4) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable); } if (this.uvs5) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable); } if (this.uvs6) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable); } if (this.colors) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable); } if (this.matricesIndices) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable); } if (this.matricesWeights) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable); } if (this.matricesIndicesExtra) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable); } if (this.matricesWeightsExtra) { meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable); } if (this.indices) { meshOrGeometry.setIndices(this.indices); } }; VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) { if (this.positions) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique); } if (this.normals) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique); } if (this.uvs) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique); } if (this.uvs2) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique); } if (this.uvs3) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique); } if (this.uvs4) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique); } if (this.uvs5) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique); } if (this.uvs6) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique); } if (this.colors) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique); } if (this.matricesIndices) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique); } if (this.matricesWeights) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique); } if (this.matricesIndicesExtra) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique); } if (this.matricesWeightsExtra) { meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique); } if (this.indices) { meshOrGeometry.setIndices(this.indices); } }; VertexData.prototype.transform = function (matrix) { var transformed = BABYLON.Vector3.Zero(); var index; if (this.positions) { var position = BABYLON.Vector3.Zero(); for (index = 0; index < this.positions.length; index += 3) { BABYLON.Vector3.FromArrayToRef(this.positions, index, position); BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed); this.positions[index] = transformed.x; this.positions[index + 1] = transformed.y; this.positions[index + 2] = transformed.z; } } if (this.normals) { var normal = BABYLON.Vector3.Zero(); for (index = 0; index < this.normals.length; index += 3) { BABYLON.Vector3.FromArrayToRef(this.normals, index, normal); BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed); this.normals[index] = transformed.x; this.normals[index + 1] = transformed.y; this.normals[index + 2] = transformed.z; } } }; VertexData.prototype.merge = function (other) { var index; if (other.indices) { if (!this.indices) { this.indices = []; } var offset = this.positions ? this.positions.length / 3 : 0; for (index = 0; index < other.indices.length; index++) { this.indices.push(other.indices[index] + offset); } } if (other.positions) { if (!this.positions) { this.positions = []; } for (index = 0; index < other.positions.length; index++) { this.positions.push(other.positions[index]); } } if (other.normals) { if (!this.normals) { this.normals = []; } for (index = 0; index < other.normals.length; index++) { this.normals.push(other.normals[index]); } } if (other.uvs) { if (!this.uvs) { this.uvs = []; } for (index = 0; index < other.uvs.length; index++) { this.uvs.push(other.uvs[index]); } } if (other.uvs2) { if (!this.uvs2) { this.uvs2 = []; } for (index = 0; index < other.uvs2.length; index++) { this.uvs2.push(other.uvs2[index]); } } if (other.uvs3) { if (!this.uvs3) { this.uvs3 = []; } for (index = 0; index < other.uvs3.length; index++) { this.uvs3.push(other.uvs3[index]); } } if (other.uvs4) { if (!this.uvs4) { this.uvs4 = []; } for (index = 0; index < other.uvs4.length; index++) { this.uvs4.push(other.uvs4[index]); } } if (other.uvs5) { if (!this.uvs5) { this.uvs5 = []; } for (index = 0; index < other.uvs5.length; index++) { this.uvs5.push(other.uvs5[index]); } } if (other.uvs6) { if (!this.uvs6) { this.uvs6 = []; } for (index = 0; index < other.uvs6.length; index++) { this.uvs6.push(other.uvs6[index]); } } if (other.matricesIndices) { if (!this.matricesIndices) { this.matricesIndices = []; } for (index = 0; index < other.matricesIndices.length; index++) { this.matricesIndices.push(other.matricesIndices[index]); } } if (other.matricesWeights) { if (!this.matricesWeights) { this.matricesWeights = []; } for (index = 0; index < other.matricesWeights.length; index++) { this.matricesWeights.push(other.matricesWeights[index]); } } if (other.matricesIndicesExtra) { if (!this.matricesIndicesExtra) { this.matricesIndicesExtra = []; } for (index = 0; index < other.matricesIndicesExtra.length; index++) { this.matricesIndicesExtra.push(other.matricesIndicesExtra[index]); } } if (other.matricesWeightsExtra) { if (!this.matricesWeightsExtra) { this.matricesWeightsExtra = []; } for (index = 0; index < other.matricesWeightsExtra.length; index++) { this.matricesWeightsExtra.push(other.matricesWeightsExtra[index]); } } if (other.colors) { if (!this.colors) { this.colors = []; } for (index = 0; index < other.colors.length; index++) { this.colors.push(other.colors[index]); } } }; // Statics VertexData.ExtractFromMesh = function (mesh, copyWhenShared) { return VertexData._ExtractFrom(mesh, copyWhenShared); }; VertexData.ExtractFromGeometry = function (geometry, copyWhenShared) { return VertexData._ExtractFrom(geometry, copyWhenShared); }; VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared) { var result = new VertexData(); if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) { result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) { result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) { result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) { result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) { result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) { result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared); } if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) { result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared); } result.indices = meshOrGeometry.getIndices(copyWhenShared); return result; }; VertexData.CreateRibbon = function (options) { var pathArray = options.pathArray; var closeArray = options.closeArray || false; var closePath = options.closePath || false; var defaultOffset = Math.floor(pathArray[0].length / 2); var offset = options.offset || defaultOffset; offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var positions = []; var indices = []; var normals = []; var uvs = []; var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray var uTotalDistance = []; // uTotalDistance[p] : total distance of path p var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray var minlg; // minimal length among all paths from pathArray var lg = []; // array of path lengths : nb of vertex per path var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number var p; // path iterator var i; // point iterator var j; // point iterator // if single path in pathArray if (pathArray.length < 2) { var ar1 = []; var ar2 = []; for (i = 0; i < pathArray[0].length - offset; i++) { ar1.push(pathArray[0][i]); ar2.push(pathArray[0][i + offset]); } pathArray = [ar1, ar2]; } // positions and horizontal distances (u) var idc = 0; var closePathCorr = (closePath) ? 1 : 0; var path; var l; minlg = pathArray[0].length; var vectlg; var dist; for (p = 0; p < pathArray.length; p++) { uTotalDistance[p] = 0; us[p] = [0]; path = pathArray[p]; l = path.length; minlg = (minlg < l) ? minlg : l; j = 0; while (j < l) { positions.push(path[j].x, path[j].y, path[j].z); if (j > 0) { vectlg = path[j].subtract(path[j - 1]).length(); dist = vectlg + uTotalDistance[p]; us[p].push(dist); uTotalDistance[p] = dist; } j++; } if (closePath) { j--; positions.push(path[0].x, path[0].y, path[0].z); vectlg = path[j].subtract(path[0]).length(); dist = vectlg + uTotalDistance[p]; us[p].push(dist); uTotalDistance[p] = dist; } lg[p] = l + closePathCorr; idx[p] = idc; idc += (l + closePathCorr); } // vertical distances (v) var path1; var path2; var vertex1; var vertex2; for (i = 0; i < minlg + closePathCorr; i++) { vTotalDistance[i] = 0; vs[i] = [0]; for (p = 0; p < pathArray.length - 1; p++) { path1 = pathArray[p]; path2 = pathArray[p + 1]; if (i === minlg) { vertex1 = path1[0]; vertex2 = path2[0]; } else { vertex1 = path1[i]; vertex2 = path2[i]; } vectlg = vertex2.subtract(vertex1).length(); dist = vectlg + vTotalDistance[i]; vs[i].push(dist); vTotalDistance[i] = dist; } if (closeArray) { path1 = pathArray[p]; path2 = pathArray[0]; if (i === minlg) { vertex2 = path2[0]; } vectlg = vertex2.subtract(vertex1).length(); dist = vectlg + vTotalDistance[i]; vTotalDistance[i] = dist; } } // uvs var u; var v; for (p = 0; p < pathArray.length; p++) { for (i = 0; i < minlg + closePathCorr; i++) { u = us[p][i] / uTotalDistance[p]; v = vs[i][p] / vTotalDistance[i]; uvs.push(u, v); } } // indices p = 0; // path index var pi = 0; // positions array index var l1 = lg[p] - 1; // path1 length var l2 = lg[p + 1] - 1; // path2 length var min = (l1 < l2) ? l1 : l2; // current path stop index var shft = idx[1] - idx[0]; // shift var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on while (pi <= min && p < path1nb) { // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise indices.push(pi, pi + shft, pi + 1); indices.push(pi + shft + 1, pi + 1, pi + shft); pi += 1; if (pi === min) { p++; if (p === lg.length - 1) { shft = idx[0] - idx[p]; l1 = lg[p] - 1; l2 = lg[0] - 1; } else { shft = idx[p + 1] - idx[p]; l1 = lg[p] - 1; l2 = lg[p + 1] - 1; } pi = idx[p]; min = (l1 < l2) ? l1 + pi : l2 + pi; } } // normals VertexData.ComputeNormals(positions, indices, normals); if (closePath) { var indexFirst = 0; var indexLast = 0; for (p = 0; p < pathArray.length; p++) { indexFirst = idx[p] * 3; if (p + 1 < pathArray.length) { indexLast = (idx[p + 1] - 1) * 3; } else { indexLast = normals.length - 3; } normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5; normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5; normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5; normals[indexLast] = normals[indexFirst]; normals[indexLast + 1] = normals[indexFirst + 1]; normals[indexLast + 2] = normals[indexFirst + 2]; } } // sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; if (closePath) { vertexData._idx = idx; } return vertexData; }; VertexData.CreateBox = function (options) { var normalsSource = [ new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(0, -1, 0) ]; var indices = []; var positions = []; var normals = []; var uvs = []; var width = options.width || options.size || 1; var height = options.height || options.size || 1; var depth = options.depth || options.size || 1; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var faceUV = options.faceUV || new Array(6); var faceColors = options.faceColors; var colors = []; // default face colors and UV if undefined for (var f = 0; f < 6; f++) { if (faceUV[f] === undefined) { faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1); } if (faceColors && faceColors[f] === undefined) { faceColors[f] = new BABYLON.Color4(1, 1, 1, 1); } } var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2); // Create each face in turn. for (var index = 0; index < normalsSource.length; index++) { var normal = normalsSource[index]; // Get two vectors perpendicular to the face normal and to each other. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x); var side2 = BABYLON.Vector3.Cross(normal, side1); // Six indices (two triangles) per face. var verticesLength = positions.length / 3; indices.push(verticesLength); indices.push(verticesLength + 1); indices.push(verticesLength + 2); indices.push(verticesLength); indices.push(verticesLength + 2); indices.push(verticesLength + 3); // Four vertices per face. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(faceUV[index].z, faceUV[index].w); if (faceColors) { colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a); } vertex = normal.subtract(side1).add(side2).multiply(scaleVector); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(faceUV[index].x, faceUV[index].w); if (faceColors) { colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a); } vertex = normal.add(side1).add(side2).multiply(scaleVector); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(faceUV[index].x, faceUV[index].y); if (faceColors) { colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a); } vertex = normal.add(side1).subtract(side2).multiply(scaleVector); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(faceUV[index].z, faceUV[index].y); if (faceColors) { colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a); } } // sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; if (faceColors) { var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors; vertexData.colors = totalColors; } return vertexData; }; VertexData.CreateSphere = function (options) { var segments = options.segments || 32; var diameterX = options.diameterX || options.diameter || 1; var diameterY = options.diameterY || options.diameter || 1; var diameterZ = options.diameterZ || options.diameter || 1; var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0; var slice = (options.slice <= 0) ? 1.0 : options.slice || 1.0; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2); var totalZRotationSteps = 2 + segments; var totalYRotationSteps = 2 * totalZRotationSteps; var indices = []; var positions = []; var normals = []; var uvs = []; for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) { var normalizedZ = zRotationStep / totalZRotationSteps; var angleZ = normalizedZ * Math.PI * slice; for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) { var normalizedY = yRotationStep / totalYRotationSteps; var angleY = normalizedY * Math.PI * 2 * arc; var rotationZ = BABYLON.Matrix.RotationZ(-angleZ); var rotationY = BABYLON.Matrix.RotationY(angleY); var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ); var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY); var vertex = complete.multiply(radius); var normal = complete.divide(radius).normalize(); positions.push(vertex.x, vertex.y, vertex.z); normals.push(normal.x, normal.y, normal.z); uvs.push(normalizedY, normalizedZ); } if (zRotationStep > 0) { var verticesCount = positions.length / 3; for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) { indices.push((firstIndex)); indices.push((firstIndex + 1)); indices.push(firstIndex + totalYRotationSteps + 1); indices.push((firstIndex + totalYRotationSteps + 1)); indices.push((firstIndex + 1)); indices.push((firstIndex + totalYRotationSteps + 2)); } } } // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; // Cylinder and cone VertexData.CreateCylinder = function (options) { var height = options.height || 2; var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1; var diameterBottom = options.diameterBottom || options.diameter || 1; var tessellation = options.tessellation || 24; var subdivisions = options.subdivisions || 1; var hasRings = options.hasRings; var enclose = options.enclose; var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var faceUV = options.faceUV || new Array(3); var faceColors = options.faceColors; // default face colors and UV if undefined var quadNb = (arc !== 1 && enclose) ? 2 : 0; var ringNb = (hasRings) ? subdivisions : 1; var surfaceNb = 2 + (1 + quadNb) * ringNb; var f; for (f = 0; f < surfaceNb; f++) { if (faceColors && faceColors[f] === undefined) { faceColors[f] = new BABYLON.Color4(1, 1, 1, 1); } } for (f = 0; f < surfaceNb; f++) { if (faceUV && faceUV[f] === undefined) { faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1); } } var indices = []; var positions = []; var normals = []; var uvs = []; var colors = []; var angle_step = Math.PI * 2 * arc / tessellation; var angle; var h; var radius; var tan = (diameterBottom - diameterTop) / 2 / height; var ringVertex = BABYLON.Vector3.Zero(); var ringNormal = BABYLON.Vector3.Zero(); var ringFirstVertex = BABYLON.Vector3.Zero(); var ringFirstNormal = BABYLON.Vector3.Zero(); var quadNormal = BABYLON.Vector3.Zero(); var Y = BABYLON.Axis.Y; // positions, normals, uvs var i; var j; var r; var ringIdx = 1; var s = 1; // surface index var cs = 0; var v = 0; for (i = 0; i <= subdivisions; i++) { h = i / subdivisions; radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2; ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1; for (r = 0; r < ringIdx; r++) { if (hasRings) { s += r; } if (enclose) { s += 2 * r; } for (j = 0; j <= tessellation; j++) { angle = j * angle_step; // position ringVertex.x = Math.cos(-angle) * radius; ringVertex.y = -height / 2 + h * height; ringVertex.z = Math.sin(-angle) * radius; // normal if (diameterTop === 0 && i === subdivisions) { // if no top cap, reuse former normals ringNormal.x = normals[normals.length - (tessellation + 1) * 3]; ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1]; ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2]; } else { ringNormal.x = ringVertex.x; ringNormal.z = ringVertex.z; ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan; ringNormal.normalize(); } // keep first ring vertex values for enclose if (j === 0) { ringFirstVertex.copyFrom(ringVertex); ringFirstNormal.copyFrom(ringNormal); } positions.push(ringVertex.x, ringVertex.y, ringVertex.z); normals.push(ringNormal.x, ringNormal.y, ringNormal.z); if (hasRings) { v = (cs !== s) ? faceUV[s].y : faceUV[s].w; } else { v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h; } uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v); if (faceColors) { colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a); } } // if enclose, add four vertices and their dedicated normals if (arc !== 1 && enclose) { positions.push(ringVertex.x, ringVertex.y, ringVertex.z); positions.push(0, ringVertex.y, 0); positions.push(0, ringVertex.y, 0); positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z); BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal); quadNormal.normalize(); normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z); BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal); quadNormal.normalize(); normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z); if (hasRings) { v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w; } else { v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h; } uvs.push(faceUV[s + 1].x, v); uvs.push(faceUV[s + 1].z, v); if (hasRings) { v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w; } else { v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h; } uvs.push(faceUV[s + 2].x, v); uvs.push(faceUV[s + 2].z, v); if (faceColors) { colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a); colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a); colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a); colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a); } } if (cs !== s) { cs = s; } } } // indices var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose var s; i = 0; for (s = 0; s < subdivisions; s++) { for (j = 0; j < tessellation; j++) { var i0 = i * (e + 1) + j; var i1 = (i + 1) * (e + 1) + j; var i2 = i * (e + 1) + (j + 1); var i3 = (i + 1) * (e + 1) + (j + 1); indices.push(i0, i1, i2); indices.push(i3, i2, i1); } if (arc !== 1 && enclose) { indices.push(i0 + 2, i1 + 2, i2 + 2); indices.push(i3 + 2, i2 + 2, i1 + 2); indices.push(i0 + 4, i1 + 4, i2 + 4); indices.push(i3 + 4, i2 + 4, i1 + 4); } i = (hasRings) ? (i + 2) : (i + 1); } // Caps var createCylinderCap = function (isTop) { var radius = isTop ? diameterTop / 2 : diameterBottom / 2; if (radius === 0) { return; } // Cap positions, normals & uvs var angle; var circleVector; var i; var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0]; var c; if (faceColors) { c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0]; } // cap center var vbase = positions.length / 3; var offset = isTop ? height / 2 : -height / 2; var center = new BABYLON.Vector3(0, offset, 0); positions.push(center.x, center.y, center.z); normals.push(0, isTop ? 1 : -1, 0); uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5); if (faceColors) { colors.push(c.r, c.g, c.b, c.a); } var textureScale = new BABYLON.Vector2(0.5, 0.5); for (i = 0; i <= tessellation; i++) { angle = Math.PI * 2 * i * arc / tessellation; var cos = Math.cos(-angle); var sin = Math.sin(-angle); circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius); var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5); positions.push(circleVector.x, circleVector.y, circleVector.z); normals.push(0, isTop ? 1 : -1, 0); uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y); if (faceColors) { colors.push(c.r, c.g, c.b, c.a); } } // Cap indices for (i = 0; i < tessellation; i++) { if (!isTop) { indices.push(vbase); indices.push(vbase + (i + 1)); indices.push(vbase + (i + 2)); } else { indices.push(vbase); indices.push(vbase + (i + 2)); indices.push(vbase + (i + 1)); } } }; // add caps to geometry createCylinderCap(false); createCylinderCap(true); // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; if (faceColors) { vertexData.colors = colors; } return vertexData; }; VertexData.CreateTorus = function (options) { var indices = []; var positions = []; var normals = []; var uvs = []; var diameter = options.diameter || 1; var thickness = options.thickness || 0.5; var tessellation = options.tessellation || 16; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var stride = tessellation + 1; for (var i = 0; i <= tessellation; i++) { var u = i / tessellation; var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0; var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle)); for (var j = 0; j <= tessellation; j++) { var v = 1 - j / tessellation; var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI; var dx = Math.cos(innerAngle); var dy = Math.sin(innerAngle); // Create a vertex. var normal = new BABYLON.Vector3(dx, dy, 0); var position = normal.scale(thickness / 2); var textureCoordinate = new BABYLON.Vector2(u, v); position = BABYLON.Vector3.TransformCoordinates(position, transform); normal = BABYLON.Vector3.TransformNormal(normal, transform); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, textureCoordinate.y); // And create indices for two triangles. var nextI = (i + 1) % stride; var nextJ = (j + 1) % stride; indices.push(i * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + nextJ); indices.push(nextI * stride + j); } } // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreateLines = function (options) { var indices = []; var positions = []; var points = options.points; for (var index = 0; index < points.length; index++) { positions.push(points[index].x, points[index].y, points[index].z); if (index > 0) { indices.push(index - 1); indices.push(index); } } // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; return vertexData; }; VertexData.CreateDashedLines = function (options) { var dashSize = options.dashSize || 3; var gapSize = options.gapSize || 1; var dashNb = options.dashNb || 200; var points = options.points; var positions = new Array(); var indices = new Array(); var curvect = BABYLON.Vector3.Zero(); var lg = 0; var nb = 0; var shft = 0; var dashshft = 0; var curshft = 0; var idx = 0; var i = 0; for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); lg += curvect.length(); } shft = lg / dashNb; dashshft = dashSize * shft / (dashSize + gapSize); for (i = 0; i < points.length - 1; i++) { points[i + 1].subtractToRef(points[i], curvect); nb = Math.floor(curvect.length() / shft); curvect.normalize(); for (var j = 0; j < nb; j++) { curshft = shft * j; positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z); positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z); indices.push(idx, idx + 1); idx += 2; } } // Result var vertexData = new VertexData(); vertexData.positions = positions; vertexData.indices = indices; return vertexData; }; VertexData.CreateGround = function (options) { var indices = []; var positions = []; var normals = []; var uvs = []; var row, col; var width = options.width || 1; var height = options.height || 1; var subdivisions = options.subdivisions || 1; for (row = 0; row <= subdivisions; row++) { for (col = 0; col <= subdivisions; col++) { var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0)); var normal = new BABYLON.Vector3(0, 1.0, 0); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(col / subdivisions, 1.0 - row / subdivisions); } } for (row = 0; row < subdivisions; row++) { for (col = 0; col < subdivisions; col++) { indices.push(col + 1 + (row + 1) * (subdivisions + 1)); indices.push(col + 1 + row * (subdivisions + 1)); indices.push(col + row * (subdivisions + 1)); indices.push(col + (row + 1) * (subdivisions + 1)); indices.push(col + 1 + (row + 1) * (subdivisions + 1)); indices.push(col + row * (subdivisions + 1)); } } // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreateTiledGround = function (options) { var xmin = options.xmin; var zmin = options.zmin; var xmax = options.xmax; var zmax = options.zmax; var subdivisions = options.subdivisions || { w: 1, h: 1 }; var precision = options.precision || { w: 1, h: 1 }; var indices = []; var positions = []; var normals = []; var uvs = []; var row, col, tileRow, tileCol; subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h; subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w; precision.w = (precision.w < 1) ? 1 : precision.w; precision.h = (precision.h < 1) ? 1 : precision.h; var tileSize = { 'w': (xmax - xmin) / subdivisions.w, 'h': (zmax - zmin) / subdivisions.h }; function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) { // Indices var base = positions.length / 3; var rowLength = precision.w + 1; for (row = 0; row < precision.h; row++) { for (col = 0; col < precision.w; col++) { var square = [ base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength ]; indices.push(square[1]); indices.push(square[2]); indices.push(square[3]); indices.push(square[0]); indices.push(square[1]); indices.push(square[3]); } } // Position, normals and uvs var position = BABYLON.Vector3.Zero(); var normal = new BABYLON.Vector3(0, 1.0, 0); for (row = 0; row <= precision.h; row++) { position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin; for (col = 0; col <= precision.w; col++) { position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin; position.y = 0; positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(col / precision.w, row / precision.h); } } } for (tileRow = 0; tileRow < subdivisions.h; tileRow++) { for (tileCol = 0; tileCol < subdivisions.w; tileCol++) { applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h); } } // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreateGroundFromHeightMap = function (options) { var indices = []; var positions = []; var normals = []; var uvs = []; var row, col; // Vertices for (row = 0; row <= options.subdivisions; row++) { for (col = 0; col <= options.subdivisions; col++) { var position = new BABYLON.Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0)); // Compute height var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0; var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0; var pos = (heightMapX + heightMapY * options.bufferWidth) * 4; var r = options.buffer[pos] / 255.0; var g = options.buffer[pos + 1] / 255.0; var b = options.buffer[pos + 2] / 255.0; var gradient = r * 0.3 + g * 0.59 + b * 0.11; position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient; // Add vertex positions.push(position.x, position.y, position.z); normals.push(0, 0, 0); uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions); } } // Indices for (row = 0; row < options.subdivisions; row++) { for (col = 0; col < options.subdivisions; col++) { indices.push(col + 1 + (row + 1) * (options.subdivisions + 1)); indices.push(col + 1 + row * (options.subdivisions + 1)); indices.push(col + row * (options.subdivisions + 1)); indices.push(col + (row + 1) * (options.subdivisions + 1)); indices.push(col + 1 + (row + 1) * (options.subdivisions + 1)); indices.push(col + row * (options.subdivisions + 1)); } } // Normals VertexData.ComputeNormals(positions, indices, normals); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreatePlane = function (options) { var indices = []; var positions = []; var normals = []; var uvs = []; var width = options.width || options.size || 1; var height = options.height || options.size || 1; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; // Vertices var halfWidth = width / 2.0; var halfHeight = height / 2.0; positions.push(-halfWidth, -halfHeight, 0); normals.push(0, 0, -1.0); uvs.push(0.0, 0.0); positions.push(halfWidth, -halfHeight, 0); normals.push(0, 0, -1.0); uvs.push(1.0, 0.0); positions.push(halfWidth, halfHeight, 0); normals.push(0, 0, -1.0); uvs.push(1.0, 1.0); positions.push(-halfWidth, halfHeight, 0); normals.push(0, 0, -1.0); uvs.push(0.0, 1.0); // Indices indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreateDisc = function (options) { var positions = []; var indices = []; var normals = []; var uvs = []; var radius = options.radius || 0.5; var tessellation = options.tessellation || 64; var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; // positions and uvs positions.push(0, 0, 0); // disc center first uvs.push(0.5, 0.5); var theta = Math.PI * 2 * arc; var step = theta / tessellation; for (var a = 0; a < theta; a += step) { var x = Math.cos(a); var y = Math.sin(a); var u = (x + 1) / 2; var v = (1 - y) / 2; positions.push(radius * x, radius * y, 0); uvs.push(u, v); } if (arc === 1) { positions.push(positions[3], positions[4], positions[5]); // close the circle uvs.push(uvs[2], uvs[3]); } //indices var vertexNb = positions.length / 3; for (var i = 1; i < vertexNb - 1; i++) { indices.push(i + 1, 0, i); } // result VertexData.ComputeNormals(positions, indices, normals); VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; VertexData.CreateIcoSphere = function (options) { var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var radius = options.radius || 1; var flat = (options.flat === undefined) ? true : options.flat; var subdivisions = options.subdivisions || 4; var radiusX = options.radiusX || radius; var radiusY = options.radiusY || radius; var radiusZ = options.radiusZ || radius; var t = (1 + Math.sqrt(5)) / 2; // 12 vertex x,y,z var ico_vertices = [ -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11 ]; // index of 3 vertex makes a face of icopshere var ico_indices = [ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1 ]; // vertex for uv have aliased position, not for UV var vertices_unalias_id = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, // vertex alias 0, 2, 3, 3, 3, 4, 7, 8, 9, 9, 10, 11 // 23: B + 12 ]; // uv as integer step (not pixels !) var ico_vertexuv = [ 5, 1, 3, 1, 6, 4, 0, 0, 5, 3, 4, 2, 2, 2, 4, 0, 2, 0, 1, 1, 6, 0, 6, 2, // vertex alias (for same vertex on different faces) 0, 4, 3, 3, 4, 4, 3, 1, 4, 2, 4, 4, 0, 2, 1, 1, 2, 2, 3, 3, 1, 3, 2, 4 // 23: B + 12 ]; // Vertices[0, 1, ...9, A, B] : position on UV plane // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B) // First island of uv mapping // v = 4h 3+ 2 // v = 3h 9+ 4 // v = 2h 9+ 5 B // v = 1h 9 1 0 // v = 0h 3 8 7 A // u = 0 1 2 3 4 5 6 *a // Second island of uv mapping // v = 4h 0+ B+ 4+ // v = 3h A+ 2+ // v = 2h 7+ 6 3+ // v = 1h 8+ 3+ // v = 0h // u = 0 1 2 3 4 5 6 *a // Face layout on texture UV mapping // ============ // \ 4 /\ 16 / ====== // \ / \ / /\ 11 / // \/ 7 \/ / \ / // ======= / 10 \/ // /\ 17 /\ ======= // / \ / \ \ 15 /\ // / 8 \/ 12 \ \ / \ // ============ \/ 6 \ // \ 18 /\ ============ // \ / \ \ 5 /\ 0 / // \/ 13 \ \ / \ / // ======= \/ 1 \/ // ============= // /\ 19 /\ 2 /\ // / \ / \ / \ // / 14 \/ 9 \/ 3 \ // =================== // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97 var ustep = 138 / 1024; var vstep = 239 / 1024; var uoffset = 60 / 1024; var voffset = 26 / 1024; // Second island should have margin, not to touch the first island // avoid any borderline artefact in pixel rounding var island_u_offset = -40 / 1024; var island_v_offset = +20 / 1024; // face is either island 0 or 1 : // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18] var island = [ 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0 // 15 - 19 ]; var indices = []; var positions = []; var normals = []; var uvs = []; var current_indice = 0; // prepare array of 3 vector (empty) (to be worked in place, shared for each face) var face_vertex_pos = new Array(3); var face_vertex_uv = new Array(3); var v012; for (v012 = 0; v012 < 3; v012++) { face_vertex_pos[v012] = BABYLON.Vector3.Zero(); face_vertex_uv[v012] = BABYLON.Vector2.Zero(); } // create all with normals for (var face = 0; face < 20; face++) { // 3 vertex per face for (v012 = 0; v012 < 3; v012++) { // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias) var v_id = ico_indices[3 * face + v012]; // vertex have 3D position (x,y,z) face_vertex_pos[v012].copyFromFloats(ico_vertices[3 * vertices_unalias_id[v_id]], ico_vertices[3 * vertices_unalias_id[v_id] + 1], ico_vertices[3 * vertices_unalias_id[v_id] + 2]); // Normalize to get normal, then scale to radius face_vertex_pos[v012].normalize().scaleInPlace(radius); // uv Coordinates from vertex ID face_vertex_uv[v012].copyFromFloats(ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset, ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset); } // Subdivide the face (interpolate pos, norm, uv) // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere) // - norm is linear interpolation of vertex corner normal // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? ) // - uv is linear interpolation // // Topology is as below for sub-divide by 2 // vertex shown as v0,v1,v2 // interp index is i1 to progress in range [v0,v1[ // interp index is i2 to progress in range [v0,v2[ // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1) // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1) // // // i2 v2 // ^ ^ // / / \ // / / \ // / / \ // / / (0,1) \ // / #---------\ // / / \ (0,0)'/ \ // / / \ / \ // / / \ / \ // / / (0,0) \ / (1,0) \ // / #---------#---------\ // v0 v1 // // --------------------> i1 // // interp of (i1,i2): // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S) // along i1 : lerp(x0,x1, i1/(S-i2)) // // centroid of triangle is needed to get help normal computation // (c1,c2) are used for centroid location var interp_vertex = function (i1, i2, c1, c2) { // vertex is interpolated from // - face_vertex_pos[0..2] // - face_vertex_uv[0..2] var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions); var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions); var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2)); pos_interp.normalize(); var vertex_normal; if (flat) { // in flat mode, recalculate normal as face centroid normal var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions); var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions); vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2)); } else { // in smooth mode, recalculate normal from each single vertex position vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z); } // Vertex normal need correction due to X,Y,Z radius scaling vertex_normal.x /= radiusX; vertex_normal.y /= radiusY; vertex_normal.z /= radiusZ; vertex_normal.normalize(); var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions); var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions); var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2)); positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ); normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z); uvs.push(uv_interp.x, uv_interp.y); // push each vertex has member of a face // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present) indices.push(current_indice); current_indice++; }; for (var i2 = 0; i2 < subdivisions; i2++) { for (var i1 = 0; i1 + i2 < subdivisions; i1++) { // face : (i1,i2) for /\ : // interp for : (i1,i2),(i1+1,i2),(i1,i2+1) interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3); interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3); interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3); if (i1 + i2 + 1 < subdivisions) { // face : (i1,i2)' for \/ : // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1) interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3); interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3); interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3); } } } } // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html VertexData.CreatePolyhedron = function (options) { // provided polyhedron types : // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1) // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20) var polyhedra = []; polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] }; polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] }; polyhedra[2] = { vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]], face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]] }; polyhedra[3] = { vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]] }; polyhedra[4] = { vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]], face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]] }; polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] }; polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] }; polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] }; polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] }; polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] }; polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] }; polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] }; polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] }; polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] }; polyhedra[14] = { vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]], face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]] }; var type = (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0; var size = options.size; var sizeX = options.sizeX || size || 1; var sizeY = options.sizeY || size || 1; var sizeZ = options.sizeZ || size || 1; var data = options.custom || polyhedra[type]; var nbfaces = data.face.length; var faceUV = options.faceUV || new Array(nbfaces); var faceColors = options.faceColors; var flat = (options.flat === undefined) ? true : options.flat; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; var positions = []; var indices = []; var normals = []; var uvs = []; var colors = []; var index = 0; var faceIdx = 0; // face cursor in the array "indexes" var indexes = []; var i = 0; var f = 0; var u, v, ang, x, y, tmp; // default face colors and UV if undefined if (flat) { for (f = 0; f < nbfaces; f++) { if (faceColors && faceColors[f] === undefined) { faceColors[f] = new BABYLON.Color4(1, 1, 1, 1); } if (faceUV && faceUV[f] === undefined) { faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1); } } } if (!flat) { for (i = 0; i < data.vertex.length; i++) { positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ); uvs.push(0, 0); } for (f = 0; f < nbfaces; f++) { for (i = 0; i < data.face[f].length - 2; i++) { indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]); } } } else { for (f = 0; f < nbfaces; f++) { var fl = data.face[f].length; // number of vertices of the current face ang = 2 * Math.PI / fl; x = 0.5 * Math.tan(ang / 2); y = 0.5; // positions, uvs, colors for (i = 0; i < fl; i++) { // positions positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ); indexes.push(index); index++; // uvs u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x); v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5); uvs.push(u, v); tmp = x * Math.cos(ang) - y * Math.sin(ang); y = x * Math.sin(ang) + y * Math.cos(ang); x = tmp; // colors if (faceColors) { colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a); } } // indices from indexes for (i = 0; i < fl - 2; i++) { indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]); } faceIdx += fl; } } VertexData.ComputeNormals(positions, indices, normals); VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); var vertexData = new VertexData(); vertexData.positions = positions; vertexData.indices = indices; vertexData.normals = normals; vertexData.uvs = uvs; if (faceColors && flat) { vertexData.colors = colors; } return vertexData; }; // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 VertexData.CreateTorusKnot = function (options) { var indices = []; var positions = []; var normals = []; var uvs = []; var radius = options.radius || 2; var tube = options.tube || 0.5; var radialSegments = options.radialSegments || 32; var tubularSegments = options.tubularSegments || 32; var p = options.p || 2; var q = options.q || 3; var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE; // Helper var getPos = function (angle) { var cu = Math.cos(angle); var su = Math.sin(angle); var quOverP = q / p * angle; var cs = Math.cos(quOverP); var tx = radius * (2 + cs) * 0.5 * cu; var ty = radius * (2 + cs) * su * 0.5; var tz = radius * Math.sin(quOverP) * 0.5; return new BABYLON.Vector3(tx, ty, tz); }; // Vertices var i; var j; for (i = 0; i <= radialSegments; i++) { var modI = i % radialSegments; var u = modI / radialSegments * 2 * p * Math.PI; var p1 = getPos(u); var p2 = getPos(u + 0.01); var tang = p2.subtract(p1); var n = p2.add(p1); var bitan = BABYLON.Vector3.Cross(tang, n); n = BABYLON.Vector3.Cross(bitan, tang); bitan.normalize(); n.normalize(); for (j = 0; j < tubularSegments; j++) { var modJ = j % tubularSegments; var v = modJ / tubularSegments * 2 * Math.PI; var cx = -tube * Math.cos(v); var cy = tube * Math.sin(v); positions.push(p1.x + cx * n.x + cy * bitan.x); positions.push(p1.y + cx * n.y + cy * bitan.y); positions.push(p1.z + cx * n.z + cy * bitan.z); uvs.push(i / radialSegments); uvs.push(j / tubularSegments); } } for (i = 0; i < radialSegments; i++) { for (j = 0; j < tubularSegments; j++) { var jNext = (j + 1) % tubularSegments; var a = i * tubularSegments + j; var b = (i + 1) * tubularSegments + j; var c = (i + 1) * tubularSegments + jNext; var d = i * tubularSegments + jNext; indices.push(d); indices.push(b); indices.push(a); indices.push(d); indices.push(c); indices.push(b); } } // Normals VertexData.ComputeNormals(positions, indices, normals); // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs); // Result var vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; }; // Tools /** * @param {any} - positions (number[] or Float32Array) * @param {any} - indices (number[] or Uint16Array) * @param {any} - normals (number[] or Float32Array) */ VertexData.ComputeNormals = function (positions, indices, normals) { var index = 0; var p1p2x = 0.0; var p1p2y = 0.0; var p1p2z = 0.0; var p3p2x = 0.0; var p3p2y = 0.0; var p3p2z = 0.0; var faceNormalx = 0.0; var faceNormaly = 0.0; var faceNormalz = 0.0; var length = 0.0; var i1 = 0; var i2 = 0; var i3 = 0; for (index = 0; index < positions.length; index++) { normals[index] = 0.0; } // indice triplet = 1 face var nbFaces = indices.length / 3; for (index = 0; index < nbFaces; index++) { i1 = indices[index * 3]; // get the indexes of each vertex of the face i2 = indices[index * 3 + 1]; i3 = indices[index * 3 + 2]; p1p2x = positions[i1 * 3] - positions[i2 * 3]; // compute two vectors per face p1p2y = positions[i1 * 3 + 1] - positions[i2 * 3 + 1]; p1p2z = positions[i1 * 3 + 2] - positions[i2 * 3 + 2]; p3p2x = positions[i3 * 3] - positions[i2 * 3]; p3p2y = positions[i3 * 3 + 1] - positions[i2 * 3 + 1]; p3p2z = positions[i3 * 3 + 2] - positions[i2 * 3 + 2]; faceNormalx = p1p2y * p3p2z - p1p2z * p3p2y; // compute the face normal with cross product faceNormaly = p1p2z * p3p2x - p1p2x * p3p2z; faceNormalz = p1p2x * p3p2y - p1p2y * p3p2x; length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz); length = (length === 0) ? 1.0 : length; faceNormalx /= length; // normalize this normal faceNormaly /= length; faceNormalz /= length; normals[i1 * 3] += faceNormalx; // accumulate all the normals per face normals[i1 * 3 + 1] += faceNormaly; normals[i1 * 3 + 2] += faceNormalz; normals[i2 * 3] += faceNormalx; normals[i2 * 3 + 1] += faceNormaly; normals[i2 * 3 + 2] += faceNormalz; normals[i3 * 3] += faceNormalx; normals[i3 * 3 + 1] += faceNormaly; normals[i3 * 3 + 2] += faceNormalz; } // last normalization of each normal for (index = 0; index < normals.length / 3; index++) { faceNormalx = normals[index * 3]; faceNormaly = normals[index * 3 + 1]; faceNormalz = normals[index * 3 + 2]; length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz); length = (length === 0) ? 1.0 : length; faceNormalx /= length; faceNormaly /= length; faceNormalz /= length; normals[index * 3] = faceNormalx; normals[index * 3 + 1] = faceNormaly; normals[index * 3 + 2] = faceNormalz; } }; VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) { var li = indices.length; var ln = normals.length; var i; var n; sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE; switch (sideOrientation) { case BABYLON.Mesh.FRONTSIDE: // nothing changed break; case BABYLON.Mesh.BACKSIDE: var tmp; // indices for (i = 0; i < li; i += 3) { tmp = indices[i]; indices[i] = indices[i + 2]; indices[i + 2] = tmp; } // normals for (n = 0; n < ln; n++) { normals[n] = -normals[n]; } break; case BABYLON.Mesh.DOUBLESIDE: // positions var lp = positions.length; var l = lp / 3; for (var p = 0; p < lp; p++) { positions[lp + p] = positions[p]; } // indices for (i = 0; i < li; i += 3) { indices[i + li] = indices[i + 2] + l; indices[i + 1 + li] = indices[i + 1] + l; indices[i + 2 + li] = indices[i] + l; } // normals for (n = 0; n < ln; n++) { normals[ln + n] = -normals[n]; } // uvs var lu = uvs.length; for (var u = 0; u < lu; u++) { uvs[u + lu] = uvs[u]; } break; } }; return VertexData; })(); BABYLON.VertexData = VertexData; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Tags = (function () { function Tags() { } Tags.EnableFor = function (obj) { obj._tags = obj._tags || {}; obj.hasTags = function () { return Tags.HasTags(obj); }; obj.addTags = function (tagsString) { return Tags.AddTagsTo(obj, tagsString); }; obj.removeTags = function (tagsString) { return Tags.RemoveTagsFrom(obj, tagsString); }; obj.matchesTagsQuery = function (tagsQuery) { return Tags.MatchesQuery(obj, tagsQuery); }; }; Tags.DisableFor = function (obj) { delete obj._tags; delete obj.hasTags; delete obj.addTags; delete obj.removeTags; delete obj.matchesTagsQuery; }; Tags.HasTags = function (obj) { if (!obj._tags) { return false; } return !BABYLON.Tools.IsEmpty(obj._tags); }; Tags.GetTags = function (obj) { if (!obj._tags) { return null; } return obj._tags; }; // the tags 'true' and 'false' are reserved and cannot be used as tags // a tag cannot start with '||', '&&', and '!' // it cannot contain whitespaces Tags.AddTagsTo = function (obj, tagsString) { if (!tagsString) { return; } if (typeof tagsString !== "string") { return; } var tags = tagsString.split(" "); for (var t in tags) { Tags._AddTagTo(obj, tags[t]); } }; Tags._AddTagTo = function (obj, tag) { tag = tag.trim(); if (tag === "" || tag === "true" || tag === "false") { return; } if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) { return; } Tags.EnableFor(obj); obj._tags[tag] = true; }; Tags.RemoveTagsFrom = function (obj, tagsString) { if (!Tags.HasTags(obj)) { return; } var tags = tagsString.split(" "); for (var t in tags) { Tags._RemoveTagFrom(obj, tags[t]); } }; Tags._RemoveTagFrom = function (obj, tag) { delete obj._tags[tag]; }; Tags.MatchesQuery = function (obj, tagsQuery) { if (tagsQuery === undefined) { return true; } if (tagsQuery === "") { return Tags.HasTags(obj); } return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; }); }; return Tags; })(); BABYLON.Tags = Tags; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Internals; (function (Internals) { var AndOrNotEvaluator = (function () { function AndOrNotEvaluator() { } AndOrNotEvaluator.Eval = function (query, evaluateCallback) { if (!query.match(/\([^\(\)]*\)/g)) { query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback); } else { query = query.replace(/\([^\(\)]*\)/g, function (r) { // remove parenthesis r = r.slice(1, r.length - 1); return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback); }); } if (query === "true") { return true; } if (query === "false") { return false; } return AndOrNotEvaluator.Eval(query, evaluateCallback); }; AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) { evaluateCallback = evaluateCallback || (function (r) { return r === "true" ? true : false; }); var result; var or = parenthesisContent.split("||"); for (var i in or) { var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim()); var and = ori.split("&&"); if (and.length > 1) { for (var j = 0; j < and.length; ++j) { var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim()); if (andj !== "true" && andj !== "false") { if (andj[0] === "!") { result = !evaluateCallback(andj.substring(1)); } else { result = evaluateCallback(andj); } } else { result = andj === "true" ? true : false; } if (!result) { ori = "false"; break; } } } if (result || ori === "true") { result = true; break; } // result equals false (or undefined) if (ori !== "true" && ori !== "false") { if (ori[0] === "!") { result = !evaluateCallback(ori.substring(1)); } else { result = evaluateCallback(ori); } } else { result = ori === "true" ? true : false; } } // the whole parenthesis scope is replaced by 'true' or 'false' return result ? "true" : "false"; }; AndOrNotEvaluator._SimplifyNegation = function (booleanString) { booleanString = booleanString.replace(/^[\s!]+/, function (r) { // remove whitespaces r = r.replace(/[\s]/g, function () { return ""; }); return r.length % 2 ? "!" : ""; }); booleanString = booleanString.trim(); if (booleanString === "!true") { booleanString = "false"; } else if (booleanString === "!false") { booleanString = "true"; } return booleanString; }; return AndOrNotEvaluator; })(); Internals.AndOrNotEvaluator = AndOrNotEvaluator; })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcessRenderPass = (function () { function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) { this._enabled = true; this._refCount = 0; this._name = name; this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene); this.setRenderList(renderList); this._renderTexture.onBeforeRender = beforeRender; this._renderTexture.onAfterRender = afterRender; this._scene = scene; this._renderList = renderList; } // private PostProcessRenderPass.prototype._incRefCount = function () { if (this._refCount === 0) { this._scene.customRenderTargets.push(this._renderTexture); } return ++this._refCount; }; PostProcessRenderPass.prototype._decRefCount = function () { this._refCount--; if (this._refCount <= 0) { this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1); } return this._refCount; }; PostProcessRenderPass.prototype._update = function () { this.setRenderList(this._renderList); }; // public PostProcessRenderPass.prototype.setRenderList = function (renderList) { this._renderTexture.renderList = renderList; }; PostProcessRenderPass.prototype.getRenderTexture = function () { return this._renderTexture; }; return PostProcessRenderPass; })(); BABYLON.PostProcessRenderPass = PostProcessRenderPass; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcessRenderEffect = (function () { function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) { this._engine = engine; this._name = name; this._singleInstance = singleInstance || true; this._getPostProcess = getPostProcess; this._cameras = []; this._indicesForCamera = []; this._postProcesses = {}; this._renderPasses = {}; this._renderEffectAsPasses = {}; } Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", { get: function () { for (var index in this._postProcesses) { if (!this._postProcesses[index].isSupported) { return false; } } return true; }, enumerable: true, configurable: true }); PostProcessRenderEffect.prototype._update = function () { for (var renderPassName in this._renderPasses) { this._renderPasses[renderPassName]._update(); } }; PostProcessRenderEffect.prototype.addPass = function (renderPass) { this._renderPasses[renderPass._name] = renderPass; this._linkParameters(); }; PostProcessRenderEffect.prototype.removePass = function (renderPass) { delete this._renderPasses[renderPass._name]; this._linkParameters(); }; PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) { this._renderEffectAsPasses[renderEffect._name] = renderEffect; this._linkParameters(); }; PostProcessRenderEffect.prototype.getPass = function (passName) { for (var renderPassName in this._renderPasses) { if (renderPassName === passName) { return this._renderPasses[passName]; } } }; PostProcessRenderEffect.prototype.emptyPasses = function () { this._renderPasses = {}; this._linkParameters(); }; PostProcessRenderEffect.prototype._attachCameras = function (cameras) { var cameraKey; var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; if (this._singleInstance) { cameraKey = 0; } else { cameraKey = cameraName; } this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess(); var index = camera.attachPostProcess(this._postProcesses[cameraKey]); if (!this._indicesForCamera[cameraName]) { this._indicesForCamera[cameraName] = []; } this._indicesForCamera[cameraName].push(index); if (this._cameras.indexOf(camera) === -1) { this._cameras[cameraName] = camera; } for (var passName in this._renderPasses) { this._renderPasses[passName]._incRefCount(); } } this._linkParameters(); }; PostProcessRenderEffect.prototype._detachCameras = function (cameras) { var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]); var index = this._cameras.indexOf(cameraName); this._indicesForCamera.splice(index, 1); this._cameras.splice(index, 1); for (var passName in this._renderPasses) { this._renderPasses[passName]._decRefCount(); } } }; PostProcessRenderEffect.prototype._enable = function (cameras) { var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) { if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) { cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]); } } for (var passName in this._renderPasses) { this._renderPasses[passName]._incRefCount(); } } }; PostProcessRenderEffect.prototype._disable = function (cameras) { var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.Name; camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]); for (var passName in this._renderPasses) { this._renderPasses[passName]._decRefCount(); } } }; PostProcessRenderEffect.prototype.getPostProcess = function (camera) { if (this._singleInstance) { return this._postProcesses[0]; } else { return this._postProcesses[camera.name]; } }; PostProcessRenderEffect.prototype._linkParameters = function () { var _this = this; for (var index in this._postProcesses) { if (this.applyParameters) { this.applyParameters(this._postProcesses[index]); } this._postProcesses[index].onBeforeRender = function (effect) { _this._linkTextures(effect); }; } }; PostProcessRenderEffect.prototype._linkTextures = function (effect) { for (var renderPassName in this._renderPasses) { effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture()); } for (var renderEffectName in this._renderEffectAsPasses) { effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess()); } }; return PostProcessRenderEffect; })(); BABYLON.PostProcessRenderEffect = PostProcessRenderEffect; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcessRenderPipeline = (function () { function PostProcessRenderPipeline(engine, name) { this._engine = engine; this._name = name; this._renderEffects = {}; this._renderEffectsForIsolatedPass = {}; this._cameras = []; } Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", { get: function () { for (var renderEffectName in this._renderEffects) { if (!this._renderEffects[renderEffectName].isSupported) { return false; } } return true; }, enumerable: true, configurable: true }); PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) { this._renderEffects[renderEffect._name] = renderEffect; }; PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) { var renderEffects = this._renderEffects[renderEffectName]; if (!renderEffects) { return; } renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras)); }; PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) { var renderEffects = this._renderEffects[renderEffectName]; if (!renderEffects) { return; } renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras)); }; PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) { var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); var indicesToDelete = []; var i; for (i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; if (this._cameras.indexOf(camera) === -1) { this._cameras[cameraName] = camera; } else if (unique) { indicesToDelete.push(i); } } for (i = 0; i < indicesToDelete.length; i++) { cameras.splice(indicesToDelete[i], 1); } for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._attachCameras(_cam); } }; PostProcessRenderPipeline.prototype._detachCameras = function (cameras) { var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._detachCameras(_cam); } for (var i = 0; i < _cam.length; i++) { this._cameras.splice(this._cameras.indexOf(_cam[i]), 1); } }; PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) { var _this = this; var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); var pass = null; var renderEffectName; for (renderEffectName in this._renderEffects) { pass = this._renderEffects[renderEffectName].getPass(passName); if (pass != null) { break; } } if (pass === null) { return; } for (renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._disable(_cam); } pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME; for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () { return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true); }); this._renderEffectsForIsolatedPass[cameraName].emptyPasses(); this._renderEffectsForIsolatedPass[cameraName].addPass(pass); this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera); } }; PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) { var _this = this; var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () { return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true); }); this._renderEffectsForIsolatedPass[cameraName]._disable(camera); } for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._enable(_cam); } }; PostProcessRenderPipeline.prototype._update = function () { for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._update(); } for (var i = 0; i < this._cameras.length; i++) { var cameraName = this._cameras[i].name; if (this._renderEffectsForIsolatedPass[cameraName]) { this._renderEffectsForIsolatedPass[cameraName]._update(); } } }; PostProcessRenderPipeline.prototype.dispose = function () { // Must be implemented by children }; PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect"; PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler"; return PostProcessRenderPipeline; })(); BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var PostProcessRenderPipelineManager = (function () { function PostProcessRenderPipelineManager() { this._renderPipelines = {}; } PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) { this._renderPipelines[renderPipeline._name] = renderPipeline; }; PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._attachCameras(cameras, unique); }; PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._detachCameras(cameras); }; PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._enableEffect(renderEffectName, cameras); }; PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._disableEffect(renderEffectName, cameras); }; PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._enableDisplayOnlyPass(passName, cameras); }; PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) { var renderPipeline = this._renderPipelines[renderPipelineName]; if (!renderPipeline) { return; } renderPipeline._disableDisplayOnlyPass(cameras); }; PostProcessRenderPipelineManager.prototype.update = function () { for (var renderPipelineName in this._renderPipelines) { var pipeline = this._renderPipelines[renderPipelineName]; if (!pipeline.isSupported) { pipeline.dispose(); delete this._renderPipelines[renderPipelineName]; } else { pipeline._update(); } } }; return PostProcessRenderPipelineManager; })(); BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BoundingBoxRenderer = (function () { function BoundingBoxRenderer(scene) { this.frontColor = new BABYLON.Color3(1, 1, 1); this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1); this.showBackLines = true; this.renderList = new BABYLON.SmartArray(32); this._scene = scene; } BoundingBoxRenderer.prototype._prepareRessources = function () { if (this._colorShader) { return; } this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", { attributes: ["position"], uniforms: ["worldViewProjection", "color"] }); var engine = this._scene.getEngine(); var boxdata = BABYLON.VertexData.CreateBox(1.0); this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false); this._ib = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]); }; BoundingBoxRenderer.prototype.reset = function () { this.renderList.reset(); }; BoundingBoxRenderer.prototype.render = function () { if (this.renderList.length === 0) { return; } this._prepareRessources(); if (!this._colorShader.isReady()) { return; } var engine = this._scene.getEngine(); engine.setDepthWrite(false); this._colorShader._preBind(); for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) { var boundingBox = this.renderList.data[boundingBoxIndex]; var min = boundingBox.minimum; var max = boundingBox.maximum; var diff = max.subtract(min); var median = min.add(diff.scale(0.5)); var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z) .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)) .multiply(boundingBox.getWorldMatrix()); // VBOs engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect()); if (this.showBackLines) { // Back engine.setDepthFunctionToGreaterOrEqual(); this._scene.resetCachedMaterial(); this._colorShader.setColor4("color", this.backColor.toColor4()); this._colorShader.bind(worldMatrix); // Draw order engine.draw(false, 0, 24); } // Front engine.setDepthFunctionToLess(); this._scene.resetCachedMaterial(); this._colorShader.setColor4("color", this.frontColor.toColor4()); this._colorShader.bind(worldMatrix); // Draw order engine.draw(false, 0, 24); } this._colorShader.unbind(); engine.setDepthFunctionToLessOrEqual(); engine.setDepthWrite(true); }; BoundingBoxRenderer.prototype.dispose = function () { if (!this._colorShader) { return; } this._colorShader.dispose(); this._vb.dispose(); this._scene.getEngine()._releaseBuffer(this._ib); }; return BoundingBoxRenderer; })(); BABYLON.BoundingBoxRenderer = BoundingBoxRenderer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Condition = (function () { function Condition(actionManager) { this._actionManager = actionManager; } Condition.prototype.isValid = function () { return true; }; Condition.prototype._getProperty = function (propertyPath) { return this._actionManager._getProperty(propertyPath); }; Condition.prototype._getEffectiveTarget = function (target, propertyPath) { return this._actionManager._getEffectiveTarget(target, propertyPath); }; return Condition; })(); BABYLON.Condition = Condition; var ValueCondition = (function (_super) { __extends(ValueCondition, _super); function ValueCondition(actionManager, target, propertyPath, value, operator) { if (operator === void 0) { operator = ValueCondition.IsEqual; } _super.call(this, actionManager); this.propertyPath = propertyPath; this.value = value; this.operator = operator; this._target = this._getEffectiveTarget(target, this.propertyPath); this._property = this._getProperty(this.propertyPath); } Object.defineProperty(ValueCondition, "IsEqual", { get: function () { return ValueCondition._IsEqual; }, enumerable: true, configurable: true }); Object.defineProperty(ValueCondition, "IsDifferent", { get: function () { return ValueCondition._IsDifferent; }, enumerable: true, configurable: true }); Object.defineProperty(ValueCondition, "IsGreater", { get: function () { return ValueCondition._IsGreater; }, enumerable: true, configurable: true }); Object.defineProperty(ValueCondition, "IsLesser", { get: function () { return ValueCondition._IsLesser; }, enumerable: true, configurable: true }); // Methods ValueCondition.prototype.isValid = function () { switch (this.operator) { case ValueCondition.IsGreater: return this._target[this._property] > this.value; case ValueCondition.IsLesser: return this._target[this._property] < this.value; case ValueCondition.IsEqual: case ValueCondition.IsDifferent: var check; if (this.value.equals) { check = this.value.equals(this._target[this._property]); } else { check = this.value === this._target[this._property]; } return this.operator === ValueCondition.IsEqual ? check : !check; } return false; }; // Statics ValueCondition._IsEqual = 0; ValueCondition._IsDifferent = 1; ValueCondition._IsGreater = 2; ValueCondition._IsLesser = 3; return ValueCondition; })(Condition); BABYLON.ValueCondition = ValueCondition; var PredicateCondition = (function (_super) { __extends(PredicateCondition, _super); function PredicateCondition(actionManager, predicate) { _super.call(this, actionManager); this.predicate = predicate; } PredicateCondition.prototype.isValid = function () { return this.predicate(); }; return PredicateCondition; })(Condition); BABYLON.PredicateCondition = PredicateCondition; var StateCondition = (function (_super) { __extends(StateCondition, _super); function StateCondition(actionManager, target, value) { _super.call(this, actionManager); this.value = value; this._target = target; } // Methods StateCondition.prototype.isValid = function () { return this._target.state === this.value; }; return StateCondition; })(Condition); BABYLON.StateCondition = StateCondition; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Action = (function () { function Action(triggerOptions, condition) { this.triggerOptions = triggerOptions; if (triggerOptions.parameter) { this.trigger = triggerOptions.trigger; this._triggerParameter = triggerOptions.parameter; } else { this.trigger = triggerOptions; } this._nextActiveAction = this; this._condition = condition; } // Methods Action.prototype._prepare = function () { }; Action.prototype.getTriggerParameter = function () { return this._triggerParameter; }; Action.prototype._executeCurrent = function (evt) { if (this._nextActiveAction._condition) { var condition = this._nextActiveAction._condition; var currentRenderId = this._actionManager.getScene().getRenderId(); // We cache the current evaluation for the current frame if (condition._evaluationId === currentRenderId) { if (!condition._currentResult) { return; } } else { condition._evaluationId = currentRenderId; if (!condition.isValid()) { condition._currentResult = false; return; } condition._currentResult = true; } } this._nextActiveAction.execute(evt); if (this._nextActiveAction._child) { if (!this._nextActiveAction._child._actionManager) { this._nextActiveAction._child._actionManager = this._actionManager; } this._nextActiveAction = this._nextActiveAction._child; } else { this._nextActiveAction = this; } }; Action.prototype.execute = function (evt) { }; Action.prototype.then = function (action) { this._child = action; action._actionManager = this._actionManager; action._prepare(); return action; }; Action.prototype._getProperty = function (propertyPath) { return this._actionManager._getProperty(propertyPath); }; Action.prototype._getEffectiveTarget = function (target, propertyPath) { return this._actionManager._getEffectiveTarget(target, propertyPath); }; return Action; })(); BABYLON.Action = Action; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { /** * ActionEvent is the event beint sent when an action is triggered. */ var ActionEvent = (function () { /** * @constructor * @param source The mesh or sprite that triggered the action. * @param pointerX The X mouse cursor position at the time of the event * @param pointerY The Y mouse cursor position at the time of the event * @param meshUnderPointer The mesh that is currently pointed at (can be null) * @param sourceEvent the original (browser) event that triggered the ActionEvent */ function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent, additionalData) { this.source = source; this.pointerX = pointerX; this.pointerY = pointerY; this.meshUnderPointer = meshUnderPointer; this.sourceEvent = sourceEvent; this.additionalData = additionalData; } /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source mesh that triggered the event * @param evt {Event} The original (browser) event */ ActionEvent.CreateNew = function (source, evt, additionalData) { var scene = source.getScene(); return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData); }; /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source sprite that triggered the event * @param scene Scene associated with the sprite * @param evt {Event} The original (browser) event */ ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) { return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData); }; /** * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew * @param scene the scene where the event occurred * @param evt {Event} The original (browser) event */ ActionEvent.CreateNewFromScene = function (scene, evt) { return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt); }; return ActionEvent; })(); BABYLON.ActionEvent = ActionEvent; /** * Action Manager manages all events to be triggered on a given mesh or the global scene. * A single scene can have many Action Managers to handle predefined actions on specific meshes. */ var ActionManager = (function () { function ActionManager(scene) { // Members this.actions = new Array(); this._scene = scene; scene._actionManagers.push(this); } Object.defineProperty(ActionManager, "NothingTrigger", { get: function () { return ActionManager._NothingTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnPickTrigger", { get: function () { return ActionManager._OnPickTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnLeftPickTrigger", { get: function () { return ActionManager._OnLeftPickTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnRightPickTrigger", { get: function () { return ActionManager._OnRightPickTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnCenterPickTrigger", { get: function () { return ActionManager._OnCenterPickTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnPointerOverTrigger", { get: function () { return ActionManager._OnPointerOverTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnPointerOutTrigger", { get: function () { return ActionManager._OnPointerOutTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnEveryFrameTrigger", { get: function () { return ActionManager._OnEveryFrameTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", { get: function () { return ActionManager._OnIntersectionEnterTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", { get: function () { return ActionManager._OnIntersectionExitTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnKeyDownTrigger", { get: function () { return ActionManager._OnKeyDownTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnKeyUpTrigger", { get: function () { return ActionManager._OnKeyUpTrigger; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager, "OnPickUpTrigger", { get: function () { return ActionManager._OnPickUpTrigger; }, enumerable: true, configurable: true }); // Methods ActionManager.prototype.dispose = function () { var index = this._scene._actionManagers.indexOf(this); if (index > -1) { this._scene._actionManagers.splice(index, 1); } }; ActionManager.prototype.getScene = function () { return this._scene; }; /** * Does this action manager handles actions of any of the given triggers * @param {number[]} triggers - the triggers to be tested * @return {boolean} whether one (or more) of the triggers is handeled */ ActionManager.prototype.hasSpecificTriggers = function (triggers) { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (triggers.indexOf(action.trigger) > -1) { return true; } } return false; }; /** * Does this action manager handles actions of a given trigger * @param {number} trigger - the trigger to be tested * @return {boolean} whether the trigger is handeled */ ActionManager.prototype.hasSpecificTrigger = function (trigger) { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger === trigger) { return true; } } return false; }; Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", { /** * Does this action manager has pointer triggers * @return {boolean} whether or not it has pointer triggers */ get: function () { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) { return true; } if (action.trigger === ActionManager._OnPickUpTrigger) { return true; } } return false; }, enumerable: true, configurable: true }); Object.defineProperty(ActionManager.prototype, "hasPickTriggers", { /** * Does this action manager has pick triggers * @return {boolean} whether or not it has pick triggers */ get: function () { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) { return true; } if (action.trigger === ActionManager._OnPickUpTrigger) { return true; } } return false; }, enumerable: true, configurable: true }); /** * Registers an action to this action manager * @param {BABYLON.Action} action - the action to be registered * @return {BABYLON.Action} the action amended (prepared) after registration */ ActionManager.prototype.registerAction = function (action) { if (action.trigger === ActionManager.OnEveryFrameTrigger) { if (this.getScene().actionManager !== this) { BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager"); return null; } } this.actions.push(action); action._actionManager = this; action._prepare(); return action; }; /** * Process a specific trigger * @param {number} trigger - the trigger to process * @param evt {BABYLON.ActionEvent} the event details to be processed */ ActionManager.prototype.processTrigger = function (trigger, evt) { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger === trigger) { if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) { var parameter = action.getTriggerParameter(); if (parameter) { var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode; var actualkey = String.fromCharCode(unicode).toLowerCase(); if (actualkey !== parameter.toLowerCase()) { continue; } } } action._executeCurrent(evt); } } }; ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) { var properties = propertyPath.split("."); for (var index = 0; index < properties.length - 1; index++) { target = target[properties[index]]; } return target; }; ActionManager.prototype._getProperty = function (propertyPath) { var properties = propertyPath.split("."); return properties[properties.length - 1]; }; // Statics ActionManager._NothingTrigger = 0; ActionManager._OnPickTrigger = 1; ActionManager._OnLeftPickTrigger = 2; ActionManager._OnRightPickTrigger = 3; ActionManager._OnCenterPickTrigger = 4; ActionManager._OnPointerOverTrigger = 5; ActionManager._OnPointerOutTrigger = 6; ActionManager._OnEveryFrameTrigger = 7; ActionManager._OnIntersectionEnterTrigger = 8; ActionManager._OnIntersectionExitTrigger = 9; ActionManager._OnKeyDownTrigger = 10; ActionManager._OnKeyUpTrigger = 11; ActionManager._OnPickUpTrigger = 12; return ActionManager; })(); BABYLON.ActionManager = ActionManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var InterpolateValueAction = (function (_super) { __extends(InterpolateValueAction, _super); function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) { if (duration === void 0) { duration = 1000; } _super.call(this, triggerOptions, condition); this.propertyPath = propertyPath; this.value = value; this.duration = duration; this.stopOtherAnimations = stopOtherAnimations; this.onInterpolationDone = onInterpolationDone; this._target = target; } InterpolateValueAction.prototype._prepare = function () { this._target = this._getEffectiveTarget(this._target, this.propertyPath); this._property = this._getProperty(this.propertyPath); }; InterpolateValueAction.prototype.execute = function () { var scene = this._actionManager.getScene(); var keys = [ { frame: 0, value: this._target[this._property] }, { frame: 100, value: this.value } ]; var dataType; if (typeof this.value === "number") { dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT; } else if (this.value instanceof BABYLON.Color3) { dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3; } else if (this.value instanceof BABYLON.Vector3) { dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3; } else if (this.value instanceof BABYLON.Matrix) { dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX; } else if (this.value instanceof BABYLON.Quaternion) { dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION; } else { BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")"); return; } var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); animation.setKeys(keys); if (this.stopOtherAnimations) { scene.stopAnimation(this._target); } scene.beginDirectAnimation(this._target, [animation], 0, 100, false, 1, this.onInterpolationDone); }; return InterpolateValueAction; })(BABYLON.Action); BABYLON.InterpolateValueAction = InterpolateValueAction; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SwitchBooleanAction = (function (_super) { __extends(SwitchBooleanAction, _super); function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) { _super.call(this, triggerOptions, condition); this.propertyPath = propertyPath; this._target = target; } SwitchBooleanAction.prototype._prepare = function () { this._target = this._getEffectiveTarget(this._target, this.propertyPath); this._property = this._getProperty(this.propertyPath); }; SwitchBooleanAction.prototype.execute = function () { this._target[this._property] = !this._target[this._property]; }; return SwitchBooleanAction; })(BABYLON.Action); BABYLON.SwitchBooleanAction = SwitchBooleanAction; var SetStateAction = (function (_super) { __extends(SetStateAction, _super); function SetStateAction(triggerOptions, target, value, condition) { _super.call(this, triggerOptions, condition); this.value = value; this._target = target; } SetStateAction.prototype.execute = function () { this._target.state = this.value; }; return SetStateAction; })(BABYLON.Action); BABYLON.SetStateAction = SetStateAction; var SetValueAction = (function (_super) { __extends(SetValueAction, _super); function SetValueAction(triggerOptions, target, propertyPath, value, condition) { _super.call(this, triggerOptions, condition); this.propertyPath = propertyPath; this.value = value; this._target = target; } SetValueAction.prototype._prepare = function () { this._target = this._getEffectiveTarget(this._target, this.propertyPath); this._property = this._getProperty(this.propertyPath); }; SetValueAction.prototype.execute = function () { this._target[this._property] = this.value; }; return SetValueAction; })(BABYLON.Action); BABYLON.SetValueAction = SetValueAction; var IncrementValueAction = (function (_super) { __extends(IncrementValueAction, _super); function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) { _super.call(this, triggerOptions, condition); this.propertyPath = propertyPath; this.value = value; this._target = target; } IncrementValueAction.prototype._prepare = function () { this._target = this._getEffectiveTarget(this._target, this.propertyPath); this._property = this._getProperty(this.propertyPath); if (typeof this._target[this._property] !== "number") { BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values"); } }; IncrementValueAction.prototype.execute = function () { this._target[this._property] += this.value; }; return IncrementValueAction; })(BABYLON.Action); BABYLON.IncrementValueAction = IncrementValueAction; var PlayAnimationAction = (function (_super) { __extends(PlayAnimationAction, _super); function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) { _super.call(this, triggerOptions, condition); this.from = from; this.to = to; this.loop = loop; this._target = target; } PlayAnimationAction.prototype._prepare = function () { }; PlayAnimationAction.prototype.execute = function () { var scene = this._actionManager.getScene(); scene.beginAnimation(this._target, this.from, this.to, this.loop); }; return PlayAnimationAction; })(BABYLON.Action); BABYLON.PlayAnimationAction = PlayAnimationAction; var StopAnimationAction = (function (_super) { __extends(StopAnimationAction, _super); function StopAnimationAction(triggerOptions, target, condition) { _super.call(this, triggerOptions, condition); this._target = target; } StopAnimationAction.prototype._prepare = function () { }; StopAnimationAction.prototype.execute = function () { var scene = this._actionManager.getScene(); scene.stopAnimation(this._target); }; return StopAnimationAction; })(BABYLON.Action); BABYLON.StopAnimationAction = StopAnimationAction; var DoNothingAction = (function (_super) { __extends(DoNothingAction, _super); function DoNothingAction(triggerOptions, condition) { if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; } _super.call(this, triggerOptions, condition); } DoNothingAction.prototype.execute = function () { }; return DoNothingAction; })(BABYLON.Action); BABYLON.DoNothingAction = DoNothingAction; var CombineAction = (function (_super) { __extends(CombineAction, _super); function CombineAction(triggerOptions, children, condition) { _super.call(this, triggerOptions, condition); this.children = children; } CombineAction.prototype._prepare = function () { for (var index = 0; index < this.children.length; index++) { this.children[index]._actionManager = this._actionManager; this.children[index]._prepare(); } }; CombineAction.prototype.execute = function (evt) { for (var index = 0; index < this.children.length; index++) { this.children[index].execute(evt); } }; return CombineAction; })(BABYLON.Action); BABYLON.CombineAction = CombineAction; var ExecuteCodeAction = (function (_super) { __extends(ExecuteCodeAction, _super); function ExecuteCodeAction(triggerOptions, func, condition) { _super.call(this, triggerOptions, condition); this.func = func; } ExecuteCodeAction.prototype.execute = function (evt) { this.func(evt); }; return ExecuteCodeAction; })(BABYLON.Action); BABYLON.ExecuteCodeAction = ExecuteCodeAction; var SetParentAction = (function (_super) { __extends(SetParentAction, _super); function SetParentAction(triggerOptions, target, parent, condition) { _super.call(this, triggerOptions, condition); this._target = target; this._parent = parent; } SetParentAction.prototype._prepare = function () { }; SetParentAction.prototype.execute = function () { if (this._target.parent === this._parent) { return; } var invertParentWorldMatrix = this._parent.getWorldMatrix().clone(); invertParentWorldMatrix.invert(); this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix); this._target.parent = this._parent; }; return SetParentAction; })(BABYLON.Action); BABYLON.SetParentAction = SetParentAction; var PlaySoundAction = (function (_super) { __extends(PlaySoundAction, _super); function PlaySoundAction(triggerOptions, sound, condition) { _super.call(this, triggerOptions, condition); this._sound = sound; } PlaySoundAction.prototype._prepare = function () { }; PlaySoundAction.prototype.execute = function () { if (this._sound !== undefined) this._sound.play(); }; return PlaySoundAction; })(BABYLON.Action); BABYLON.PlaySoundAction = PlaySoundAction; var StopSoundAction = (function (_super) { __extends(StopSoundAction, _super); function StopSoundAction(triggerOptions, sound, condition) { _super.call(this, triggerOptions, condition); this._sound = sound; } StopSoundAction.prototype._prepare = function () { }; StopSoundAction.prototype.execute = function () { if (this._sound !== undefined) this._sound.stop(); }; return StopSoundAction; })(BABYLON.Action); BABYLON.StopSoundAction = StopSoundAction; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Geometry = (function () { function Geometry(id, scene, vertexData, updatable, mesh) { this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE; this._totalVertices = 0; this._isDisposed = false; this.id = id; this._engine = scene.getEngine(); this._meshes = []; this._scene = scene; //Init vertex buffer cache this._vertexBuffers = {}; this._indices = []; // vertexData if (vertexData) { this.setAllVerticesData(vertexData, updatable); } else { this._totalVertices = 0; this._indices = []; } // applyToMesh if (mesh) { this.applyToMesh(mesh); mesh.computeWorldMatrix(true); } } Object.defineProperty(Geometry.prototype, "extend", { get: function () { return this._extend; }, enumerable: true, configurable: true }); Geometry.prototype.getScene = function () { return this._scene; }; Geometry.prototype.getEngine = function () { return this._engine; }; Geometry.prototype.isReady = function () { return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE; }; Geometry.prototype.setAllVerticesData = function (vertexData, updatable) { vertexData.applyToGeometry(this, updatable); this.notifyUpdate(); }; Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) { if (this._vertexBuffers[kind]) { this._vertexBuffers[kind].dispose(); } this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride); if (kind === BABYLON.VertexBuffer.PositionKind) { stride = this._vertexBuffers[kind].getStrideSize(); this._totalVertices = data.length / stride; this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices); var meshes = this._meshes; var numOfMeshes = meshes.length; for (var index = 0; index < numOfMeshes; index++) { var mesh = meshes[index]; mesh._resetPointsArrayCache(); mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum); mesh._createGlobalSubMesh(); mesh.computeWorldMatrix(true); } } this.notifyUpdate(kind); }; Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) { var vertexBuffer = this.getVertexBuffer(kind); if (!vertexBuffer) { return; } vertexBuffer.updateDirectly(data, offset); this.notifyUpdate(kind); }; Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) { var vertexBuffer = this.getVertexBuffer(kind); if (!vertexBuffer) { return; } vertexBuffer.update(data); if (kind === BABYLON.VertexBuffer.PositionKind) { var stride = vertexBuffer.getStrideSize(); this._totalVertices = data.length / stride; if (updateExtends) { this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices); } var meshes = this._meshes; var numOfMeshes = meshes.length; for (var index = 0; index < numOfMeshes; index++) { var mesh = meshes[index]; mesh._resetPointsArrayCache(); if (updateExtends) { mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum); for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; subMesh.refreshBoundingInfo(); } } } } this.notifyUpdate(kind); }; Geometry.prototype.getTotalVertices = function () { if (!this.isReady()) { return 0; } return this._totalVertices; }; Geometry.prototype.getVerticesData = function (kind, copyWhenShared) { var vertexBuffer = this.getVertexBuffer(kind); if (!vertexBuffer) { return null; } var orig = vertexBuffer.getData(); if (!copyWhenShared || this._meshes.length === 1) { return orig; } else { var len = orig.length; var copy = []; for (var i = 0; i < len; i++) { copy.push(orig[i]); } return copy; } }; Geometry.prototype.getVertexBuffer = function (kind) { if (!this.isReady()) { return null; } return this._vertexBuffers[kind]; }; Geometry.prototype.getVertexBuffers = function () { if (!this.isReady()) { return null; } return this._vertexBuffers; }; Geometry.prototype.isVerticesDataPresent = function (kind) { if (!this._vertexBuffers) { if (this._delayInfo) { return this._delayInfo.indexOf(kind) !== -1; } return false; } return this._vertexBuffers[kind] !== undefined; }; Geometry.prototype.getVerticesDataKinds = function () { var result = []; var kind; if (!this._vertexBuffers && this._delayInfo) { for (kind in this._delayInfo) { result.push(kind); } } else { for (kind in this._vertexBuffers) { result.push(kind); } } return result; }; Geometry.prototype.setIndices = function (indices, totalVertices) { if (this._indexBuffer) { this._engine._releaseBuffer(this._indexBuffer); } this._indices = indices; if (this._meshes.length !== 0 && this._indices) { this._indexBuffer = this._engine.createIndexBuffer(this._indices); } if (totalVertices !== undefined) { this._totalVertices = totalVertices; } var meshes = this._meshes; var numOfMeshes = meshes.length; for (var index = 0; index < numOfMeshes; index++) { meshes[index]._createGlobalSubMesh(); } this.notifyUpdate(); }; Geometry.prototype.getTotalIndices = function () { if (!this.isReady()) { return 0; } return this._indices.length; }; Geometry.prototype.getIndices = function (copyWhenShared) { if (!this.isReady()) { return null; } var orig = this._indices; if (!copyWhenShared || this._meshes.length === 1) { return orig; } else { var len = orig.length; var copy = []; for (var i = 0; i < len; i++) { copy.push(orig[i]); } return copy; } }; Geometry.prototype.getIndexBuffer = function () { if (!this.isReady()) { return null; } return this._indexBuffer; }; Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) { var meshes = this._meshes; var index = meshes.indexOf(mesh); if (index === -1) { return; } for (var kind in this._vertexBuffers) { this._vertexBuffers[kind].dispose(); } if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) { this._indexBuffer = null; } meshes.splice(index, 1); mesh._geometry = null; if (meshes.length === 0 && shouldDispose) { this.dispose(); } }; Geometry.prototype.applyToMesh = function (mesh) { if (mesh._geometry === this) { return; } var previousGeometry = mesh._geometry; if (previousGeometry) { previousGeometry.releaseForMesh(mesh); } var meshes = this._meshes; // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh() mesh._geometry = this; this._scene.pushGeometry(this); meshes.push(mesh); if (this.isReady()) { this._applyToMesh(mesh); } else { mesh._boundingInfo = this._boundingInfo; } }; Geometry.prototype._applyToMesh = function (mesh) { var numOfMeshes = this._meshes.length; // vertexBuffers for (var kind in this._vertexBuffers) { if (numOfMeshes === 1) { this._vertexBuffers[kind].create(); } this._vertexBuffers[kind]._buffer.references = numOfMeshes; if (kind === BABYLON.VertexBuffer.PositionKind) { mesh._resetPointsArrayCache(); if (!this._extend) { this._extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices); } mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum); mesh._createGlobalSubMesh(); //bounding info was just created again, world matrix should be applied again. mesh._updateBoundingInfo(); } } // indexBuffer if (numOfMeshes === 1 && this._indices) { this._indexBuffer = this._engine.createIndexBuffer(this._indices); } if (this._indexBuffer) { this._indexBuffer.references = numOfMeshes; } }; Geometry.prototype.notifyUpdate = function (kind) { if (this.onGeometryUpdated) { this.onGeometryUpdated(this, kind); } }; Geometry.prototype.load = function (scene, onLoaded) { var _this = this; if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return; } if (this.isReady()) { if (onLoaded) { onLoaded(); } return; } this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING; scene._addPendingData(this); BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) { _this._delayLoadingFunction(JSON.parse(data), _this); _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; _this._delayInfo = []; scene._removePendingData(_this); var meshes = _this._meshes; var numOfMeshes = meshes.length; for (var index = 0; index < numOfMeshes; index++) { _this._applyToMesh(meshes[index]); } if (onLoaded) { onLoaded(); } }, function () { }, scene.database); }; Geometry.prototype.isDisposed = function () { return this._isDisposed; }; Geometry.prototype.dispose = function () { var meshes = this._meshes; var numOfMeshes = meshes.length; var index; for (index = 0; index < numOfMeshes; index++) { this.releaseForMesh(meshes[index]); } this._meshes = []; for (var kind in this._vertexBuffers) { this._vertexBuffers[kind].dispose(); } this._vertexBuffers = []; this._totalVertices = 0; if (this._indexBuffer) { this._engine._releaseBuffer(this._indexBuffer); } this._indexBuffer = null; this._indices = []; this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE; this.delayLoadingFile = null; this._delayLoadingFunction = null; this._delayInfo = []; this._boundingInfo = null; this._scene.removeGeometry(this); this._isDisposed = true; }; Geometry.prototype.copy = function (id) { var vertexData = new BABYLON.VertexData(); vertexData.indices = []; var indices = this.getIndices(); for (var index = 0; index < indices.length; index++) { vertexData.indices.push(indices[index]); } var updatable = false; var stopChecking = false; var kind; for (kind in this._vertexBuffers) { // using slice() to make a copy of the array and not just reference it var data = this.getVerticesData(kind); if (data instanceof Float32Array) { vertexData.set(new Float32Array(data), kind); } else { vertexData.set(data.slice(0), kind); } if (!stopChecking) { updatable = this.getVertexBuffer(kind).isUpdatable(); stopChecking = !updatable; } } var geometry = new Geometry(id, this._scene, vertexData, updatable, null); geometry.delayLoadState = this.delayLoadState; geometry.delayLoadingFile = this.delayLoadingFile; geometry._delayLoadingFunction = this._delayLoadingFunction; for (kind in this._delayInfo) { geometry._delayInfo = geometry._delayInfo || []; geometry._delayInfo.push(kind); } // Bounding info geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum); return geometry; }; // Statics Geometry.ExtractFromMesh = function (mesh, id) { var geometry = mesh._geometry; if (!geometry) { return null; } return geometry.copy(id); }; // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523 // be aware Math.random() could cause collisions Geometry.RandomId = function () { return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) { var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8); return v.toString(16); }); }; return Geometry; })(); BABYLON.Geometry = Geometry; /////// Primitives ////////////////////////////////////////////// var Geometry; (function (Geometry) { var Primitives; (function (Primitives) { /// Abstract class var _Primitive = (function (_super) { __extends(_Primitive, _super); function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) { this._beingRegenerated = true; this._canBeRegenerated = canBeRegenerated; _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices this._beingRegenerated = false; } _Primitive.prototype.canBeRegenerated = function () { return this._canBeRegenerated; }; _Primitive.prototype.regenerate = function () { if (!this._canBeRegenerated) { return; } this._beingRegenerated = true; this.setAllVerticesData(this._regenerateVertexData(), false); this._beingRegenerated = false; }; _Primitive.prototype.asNewGeometry = function (id) { return _super.prototype.copy.call(this, id); }; // overrides _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) { if (!this._beingRegenerated) { return; } _super.prototype.setAllVerticesData.call(this, vertexData, false); }; _Primitive.prototype.setVerticesData = function (kind, data, updatable) { if (!this._beingRegenerated) { return; } _super.prototype.setVerticesData.call(this, kind, data, false); }; // to override // protected _Primitive.prototype._regenerateVertexData = function () { throw new Error("Abstract method"); }; _Primitive.prototype.copy = function (id) { throw new Error("Must be overriden in sub-classes."); }; return _Primitive; })(Geometry); Primitives._Primitive = _Primitive; var Ribbon = (function (_super) { __extends(Ribbon, _super); function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.pathArray = pathArray; this.closeArray = closeArray; this.closePath = closePath; this.offset = offset; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Ribbon.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side }); }; Ribbon.prototype.copy = function (id) { return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side); }; return Ribbon; })(_Primitive); Primitives.Ribbon = Ribbon; var Box = (function (_super) { __extends(Box, _super); function Box(id, scene, size, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.size = size; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Box.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side }); }; Box.prototype.copy = function (id) { return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side); }; return Box; })(_Primitive); Primitives.Box = Box; var Sphere = (function (_super) { __extends(Sphere, _super); function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.segments = segments; this.diameter = diameter; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Sphere.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side }); }; Sphere.prototype.copy = function (id) { return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side); }; return Sphere; })(_Primitive); Primitives.Sphere = Sphere; var Disc = (function (_super) { __extends(Disc, _super); function Disc(id, scene, radius, tessellation, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.radius = radius; this.tessellation = tessellation; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Disc.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side }); }; Disc.prototype.copy = function (id) { return new Disc(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side); }; return Disc; })(_Primitive); Primitives.Disc = Disc; var Cylinder = (function (_super) { __extends(Cylinder, _super); function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) { if (subdivisions === void 0) { subdivisions = 1; } if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.height = height; this.diameterTop = diameterTop; this.diameterBottom = diameterBottom; this.tessellation = tessellation; this.subdivisions = subdivisions; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Cylinder.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side }); }; Cylinder.prototype.copy = function (id) { return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side); }; return Cylinder; })(_Primitive); Primitives.Cylinder = Cylinder; var Torus = (function (_super) { __extends(Torus, _super); function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.diameter = diameter; this.thickness = thickness; this.tessellation = tessellation; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Torus.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side }); }; Torus.prototype.copy = function (id) { return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side); }; return Torus; })(_Primitive); Primitives.Torus = Torus; var Ground = (function (_super) { __extends(Ground, _super); function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) { this.width = width; this.height = height; this.subdivisions = subdivisions; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Ground.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions }); }; Ground.prototype.copy = function (id) { return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null); }; return Ground; })(_Primitive); Primitives.Ground = Ground; var TiledGround = (function (_super) { __extends(TiledGround, _super); function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) { this.xmin = xmin; this.zmin = zmin; this.xmax = xmax; this.zmax = zmax; this.subdivisions = subdivisions; this.precision = precision; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } TiledGround.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision }); }; TiledGround.prototype.copy = function (id) { return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null); }; return TiledGround; })(_Primitive); Primitives.TiledGround = TiledGround; var Plane = (function (_super) { __extends(Plane, _super); function Plane(id, scene, size, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.size = size; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } Plane.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side }); }; Plane.prototype.copy = function (id) { return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side); }; return Plane; })(_Primitive); Primitives.Plane = Plane; var TorusKnot = (function (_super) { __extends(TorusKnot, _super); function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) { if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; } this.radius = radius; this.tube = tube; this.radialSegments = radialSegments; this.tubularSegments = tubularSegments; this.p = p; this.q = q; this.side = side; _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh); } TorusKnot.prototype._regenerateVertexData = function () { return BABYLON.VertexData.CreateTorusKnot({ radius: this.radius, tube: this.tube, radialSegments: this.radialSegments, tubularSegments: this.tubularSegments, p: this.p, q: this.q, sideOrientation: this.side }); }; TorusKnot.prototype.copy = function (id) { return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side); }; return TorusKnot; })(_Primitive); Primitives.TorusKnot = TorusKnot; })(Primitives = Geometry.Primitives || (Geometry.Primitives = {})); })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var GroundMesh = (function (_super) { __extends(GroundMesh, _super); function GroundMesh(name, scene) { _super.call(this, name, scene); this.generateOctree = false; this._worldInverse = new BABYLON.Matrix(); } Object.defineProperty(GroundMesh.prototype, "subdivisions", { get: function () { return this._subdivisions; }, enumerable: true, configurable: true }); GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) { if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; } this._subdivisions = chunksCount; this.subdivide(this._subdivisions); this.createOrUpdateSubmeshesOctree(octreeBlocksSize); }; GroundMesh.prototype.getHeightAtCoordinates = function (x, z) { var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0)); this.getWorldMatrix().invertToRef(this._worldInverse); ray = BABYLON.Ray.Transform(ray, this._worldInverse); var pickInfo = this.intersects(ray); if (pickInfo.hit) { return pickInfo.pickedPoint.y; } return 0; }; return GroundMesh; })(BABYLON.Mesh); BABYLON.GroundMesh = GroundMesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var LinesMesh = (function (_super) { __extends(LinesMesh, _super); function LinesMesh(name, scene, parent, source, doNotCloneChildren) { if (parent === void 0) { parent = null; } _super.call(this, name, scene, parent, source, doNotCloneChildren); this.color = new BABYLON.Color3(1, 1, 1); this.alpha = 1; this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", { attributes: ["position"], uniforms: ["worldViewProjection", "color"], needAlphaBlending: true }); } Object.defineProperty(LinesMesh.prototype, "material", { get: function () { return this._colorShader; }, enumerable: true, configurable: true }); Object.defineProperty(LinesMesh.prototype, "isPickable", { get: function () { return false; }, enumerable: true, configurable: true }); Object.defineProperty(LinesMesh.prototype, "checkCollisions", { get: function () { return false; }, enumerable: true, configurable: true }); LinesMesh.prototype._bind = function (subMesh, effect, fillMode) { var engine = this.getScene().getEngine(); var indexToBind = this._geometry.getIndexBuffer(); // VBOs engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect()); // Color this._colorShader.setColor4("color", this.color.toColor4(this.alpha)); }; LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) { if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) { return; } var engine = this.getScene().getEngine(); // Draw order engine.draw(false, subMesh.indexStart, subMesh.indexCount); }; LinesMesh.prototype.intersects = function (ray, fastCheck) { return null; }; LinesMesh.prototype.dispose = function (doNotRecurse) { this._colorShader.dispose(); _super.prototype.dispose.call(this, doNotRecurse); }; LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) { return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren); }; return LinesMesh; })(BABYLON.Mesh); BABYLON.LinesMesh = LinesMesh; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DebugLayer = (function () { function DebugLayer(scene) { var _this = this; this._transformationMatrix = BABYLON.Matrix.Identity(); this._enabled = false; this._labelsEnabled = false; this._displayStatistics = true; this._displayTree = false; this._displayLogs = false; this._identityMatrix = BABYLON.Matrix.Identity(); this.axisRatio = 0.02; this.accentColor = "orange"; this._scene = scene; this._syncPositions = function () { var engine = _this._scene.getEngine(); var canvasRect = engine.getRenderingCanvasClientRect(); if (_this._showUI) { _this._statsDiv.style.left = (canvasRect.width - 410) + "px"; _this._statsDiv.style.top = (canvasRect.height - 290) + "px"; _this._statsDiv.style.width = "400px"; _this._statsDiv.style.height = "auto"; _this._statsSubsetDiv.style.maxHeight = "240px"; _this._optionsDiv.style.left = "0px"; _this._optionsDiv.style.top = "10px"; _this._optionsDiv.style.width = "200px"; _this._optionsDiv.style.height = "auto"; _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px"; _this._logDiv.style.left = "0px"; _this._logDiv.style.top = (canvasRect.height - 170) + "px"; _this._logDiv.style.width = "600px"; _this._logDiv.style.height = "160px"; _this._treeDiv.style.left = (canvasRect.width - 310) + "px"; _this._treeDiv.style.top = "10px"; _this._treeDiv.style.width = "300px"; _this._treeDiv.style.height = "auto"; _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px"; } _this._globalDiv.style.left = canvasRect.left + "px"; _this._globalDiv.style.top = canvasRect.top + "px"; _this._drawingCanvas.style.left = "0px"; _this._drawingCanvas.style.top = "0px"; _this._drawingCanvas.style.width = engine.getRenderWidth() + "px"; _this._drawingCanvas.style.height = engine.getRenderHeight() + "px"; var devicePixelRatio = window.devicePixelRatio || 1; var context = _this._drawingContext; var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1; _this._ratio = devicePixelRatio / backingStoreRatio; _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio; _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio; }; this._onCanvasClick = function (evt) { _this._clickPosition = { x: evt.clientX * _this._ratio, y: evt.clientY * _this._ratio }; }; this._syncUI = function () { if (_this._showUI) { if (_this._displayStatistics) { _this._displayStats(); _this._statsDiv.style.display = ""; } else { _this._statsDiv.style.display = "none"; } if (_this._displayLogs) { _this._logDiv.style.display = ""; } else { _this._logDiv.style.display = "none"; } if (_this._displayTree) { _this._treeDiv.style.display = ""; if (_this._needToRefreshMeshesTree) { _this._needToRefreshMeshesTree = false; _this._refreshMeshesTreeContent(); } } else { _this._treeDiv.style.display = "none"; } } }; this._syncData = function () { if (_this._labelsEnabled || !_this._showUI) { _this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix); _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height); var engine = _this._scene.getEngine(); var viewport = _this._camera.viewport; var globalViewport = viewport.toGlobal(engine); // Meshes var meshes = _this._camera.getActiveMeshes(); var index; var projectedPosition; for (index = 0; index < meshes.length; index++) { var mesh = meshes.data[index]; var position = mesh.getBoundingInfo().boundingSphere.center; projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport); if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) { _this._renderAxis(projectedPosition, mesh, globalViewport); } if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) { _this._renderLabel(mesh.name, projectedPosition, 12, function () { mesh.renderOverlay = !mesh.renderOverlay; }, function () { return mesh.renderOverlay ? 'red' : 'black'; }); } } // Cameras var cameras = _this._scene.cameras; for (index = 0; index < cameras.length; index++) { var camera = cameras[index]; if (camera === _this._camera) { continue; } projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport); if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) { _this._renderLabel(camera.name, projectedPosition, 12, function () { _this._camera.detachControl(engine.getRenderingCanvas()); _this._camera = camera; _this._camera.attachControl(engine.getRenderingCanvas()); }, function () { return "purple"; }); } } // Lights var lights = _this._scene.lights; for (index = 0; index < lights.length; index++) { var light = lights[index]; if (light.position) { projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport); if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) { _this._renderLabel(light.name, projectedPosition, -20, function () { light.setEnabled(!light.isEnabled()); }, function () { return light.isEnabled() ? "orange" : "gray"; }); } } } } _this._clickPosition = undefined; }; } DebugLayer.prototype._refreshMeshesTreeContent = function () { while (this._treeSubsetDiv.hasChildNodes()) { this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild); } // Add meshes var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length); sortedArray.sort(function (a, b) { if (a.name === b.name) { return 0; } return (a.name > b.name) ? 1 : -1; }); for (var index = 0; index < sortedArray.length; index++) { var mesh = sortedArray[index]; if (!mesh.isEnabled()) { continue; } this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) { m.isVisible = element.checked; }, mesh); } }; DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) { this._drawingContext.beginPath(); this._drawingContext.moveTo(zero.x, zero.y); this._drawingContext.lineTo(unit.x, unit.y); this._drawingContext.strokeStyle = color; this._drawingContext.lineWidth = 4; this._drawingContext.stroke(); this._drawingContext.font = "normal 14px Segoe UI"; this._drawingContext.fillStyle = color; this._drawingContext.fillText(label, unitText.x, unitText.y); }; DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) { var position = mesh.getBoundingInfo().boundingSphere.center; var worldMatrix = mesh.getWorldMatrix(); var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix); var unit = (unprojectedVector.subtract(position)).length(); var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport); var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport); this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000"); var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport); var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport); this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00"); var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport); var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport); this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF"); }; DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) { if (projectedPosition.z > 0 && projectedPosition.z < 1.0) { this._drawingContext.font = "normal 12px Segoe UI"; var textMetrics = this._drawingContext.measureText(text); var centerX = projectedPosition.x - textMetrics.width / 2; var centerY = projectedPosition.y; var clientRect = this._drawingCanvas.getBoundingClientRect(); if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { onClick(); } this._drawingContext.beginPath(); this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17); this._drawingContext.fillStyle = getFillStyle(); this._drawingContext.globalAlpha = 0.5; this._drawingContext.fill(); this._drawingContext.globalAlpha = 1.0; this._drawingContext.strokeStyle = '#FFFFFF'; this._drawingContext.lineWidth = 1; this._drawingContext.stroke(); this._drawingContext.fillStyle = "#FFFFFF"; this._drawingContext.fillText(text, centerX, centerY - labelOffset); this._drawingContext.beginPath(); this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false); this._drawingContext.fill(); } }; DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) { if (!this._clickPosition) { return false; } if (this._clickPosition.x < x || this._clickPosition.x > x + width) { return false; } if (this._clickPosition.y < y || this._clickPosition.y > y + height) { return false; } return true; }; DebugLayer.prototype.isVisible = function () { return this._enabled; }; DebugLayer.prototype.hide = function () { if (!this._enabled) { return; } this._enabled = false; var engine = this._scene.getEngine(); this._scene.unregisterBeforeRender(this._syncData); this._scene.unregisterAfterRender(this._syncUI); this._rootElement.removeChild(this._globalDiv); this._scene.forceShowBoundingBoxes = false; this._scene.forceWireframe = false; BABYLON.StandardMaterial.DiffuseTextureEnabled = true; BABYLON.StandardMaterial.AmbientTextureEnabled = true; BABYLON.StandardMaterial.SpecularTextureEnabled = true; BABYLON.StandardMaterial.EmissiveTextureEnabled = true; BABYLON.StandardMaterial.BumpTextureEnabled = true; BABYLON.StandardMaterial.OpacityTextureEnabled = true; BABYLON.StandardMaterial.ReflectionTextureEnabled = true; BABYLON.StandardMaterial.LightmapEnabled = true; this._scene.shadowsEnabled = true; this._scene.particlesEnabled = true; this._scene.postProcessesEnabled = true; this._scene.collisionsEnabled = true; this._scene.lightsEnabled = true; this._scene.texturesEnabled = true; this._scene.lensFlaresEnabled = true; this._scene.proceduralTexturesEnabled = true; this._scene.renderTargetsEnabled = true; this._scene.probesEnabled = true; engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick); }; DebugLayer.prototype.show = function (showUI, camera, rootElement) { if (showUI === void 0) { showUI = true; } if (camera === void 0) { camera = null; } if (rootElement === void 0) { rootElement = null; } if (this._enabled) { return; } this._enabled = true; if (camera) { this._camera = camera; } else { this._camera = this._scene.activeCamera; } this._showUI = showUI; var engine = this._scene.getEngine(); this._globalDiv = document.createElement("div"); this._rootElement = rootElement || document.body; this._rootElement.appendChild(this._globalDiv); this._generateDOMelements(); engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick); this._syncPositions(); this._scene.registerBeforeRender(this._syncData); this._scene.registerAfterRender(this._syncUI); }; DebugLayer.prototype._clearLabels = function () { this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height); for (var index = 0; index < this._scene.meshes.length; index++) { var mesh = this._scene.meshes[index]; mesh.renderOverlay = false; } }; DebugLayer.prototype._generateheader = function (root, text) { var header = document.createElement("div"); header.innerHTML = text + " "; header.style.textAlign = "right"; header.style.width = "100%"; header.style.color = "white"; header.style.backgroundColor = "Black"; header.style.padding = "5px 5px 4px 0px"; header.style.marginLeft = "-5px"; header.style.fontWeight = "bold"; root.appendChild(header); }; DebugLayer.prototype._generateTexBox = function (root, title, color) { var label = document.createElement("label"); label.innerHTML = title; label.style.color = color; root.appendChild(label); root.appendChild(document.createElement("br")); }; DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) { if (tag === void 0) { tag = null; } var label = document.createElement("label"); var boundingBoxesCheckbox = document.createElement("input"); boundingBoxesCheckbox.type = "checkbox"; boundingBoxesCheckbox.checked = initialState; boundingBoxesCheckbox.addEventListener("change", function (evt) { task(evt.target, tag); }); label.appendChild(boundingBoxesCheckbox); var container = document.createElement("span"); var leftPart = document.createElement("span"); var rightPart = document.createElement("span"); rightPart.style.cssFloat = "right"; leftPart.innerHTML = leftTitle; rightPart.innerHTML = rightTitle; rightPart.style.fontSize = "12px"; rightPart.style.maxWidth = "200px"; container.appendChild(leftPart); container.appendChild(rightPart); label.appendChild(container); root.appendChild(label); root.appendChild(document.createElement("br")); }; DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) { if (tag === void 0) { tag = null; } var label = document.createElement("label"); var checkBox = document.createElement("input"); checkBox.type = "checkbox"; checkBox.checked = initialState; checkBox.addEventListener("change", function (evt) { task(evt.target, tag); }); label.appendChild(checkBox); label.appendChild(document.createTextNode(title)); root.appendChild(label); root.appendChild(document.createElement("br")); }; DebugLayer.prototype._generateButton = function (root, title, task, tag) { if (tag === void 0) { tag = null; } var button = document.createElement("button"); button.innerHTML = title; button.style.height = "24px"; button.style.width = "150px"; button.style.marginBottom = "5px"; button.style.color = "#444444"; button.style.border = "1px solid white"; button.className = "debugLayerButton"; button.addEventListener("click", function (evt) { task(evt.target, tag); }); root.appendChild(button); root.appendChild(document.createElement("br")); }; DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) { if (tag === void 0) { tag = null; } var label = document.createElement("label"); var boundingBoxesRadio = document.createElement("input"); boundingBoxesRadio.type = "radio"; boundingBoxesRadio.name = name; boundingBoxesRadio.checked = initialState; boundingBoxesRadio.addEventListener("change", function (evt) { task(evt.target, tag); }); label.appendChild(boundingBoxesRadio); label.appendChild(document.createTextNode(title)); root.appendChild(label); root.appendChild(document.createElement("br")); }; DebugLayer.prototype._generateDOMelements = function () { var _this = this; this._globalDiv.id = "DebugLayer"; this._globalDiv.style.position = "absolute"; this._globalDiv.style.fontFamily = "Segoe UI, Arial"; this._globalDiv.style.fontSize = "14px"; this._globalDiv.style.color = "white"; // Drawing canvas this._drawingCanvas = document.createElement("canvas"); this._drawingCanvas.id = "DebugLayerDrawingCanvas"; this._drawingCanvas.style.position = "absolute"; this._drawingCanvas.style.pointerEvents = "none"; this._drawingCanvas.style.backgroundColor = "transparent"; this._drawingContext = this._drawingCanvas.getContext("2d"); this._globalDiv.appendChild(this._drawingCanvas); if (this._showUI) { var background = "rgba(128, 128, 128, 0.4)"; var border = "rgb(180, 180, 180) solid 1px"; // Stats this._statsDiv = document.createElement("div"); this._statsDiv.id = "DebugLayerStats"; this._statsDiv.style.border = border; this._statsDiv.style.position = "absolute"; this._statsDiv.style.background = background; this._statsDiv.style.padding = "0px 0px 0px 5px"; this._generateheader(this._statsDiv, "STATISTICS"); this._statsSubsetDiv = document.createElement("div"); this._statsSubsetDiv.style.paddingTop = "5px"; this._statsSubsetDiv.style.paddingBottom = "5px"; this._statsSubsetDiv.style.overflowY = "auto"; this._statsDiv.appendChild(this._statsSubsetDiv); // Tree this._treeDiv = document.createElement("div"); this._treeDiv.id = "DebugLayerTree"; this._treeDiv.style.border = border; this._treeDiv.style.position = "absolute"; this._treeDiv.style.background = background; this._treeDiv.style.padding = "0px 0px 0px 5px"; this._treeDiv.style.display = "none"; this._generateheader(this._treeDiv, "MESHES TREE"); this._treeSubsetDiv = document.createElement("div"); this._treeSubsetDiv.style.paddingTop = "5px"; this._treeSubsetDiv.style.paddingRight = "5px"; this._treeSubsetDiv.style.overflowY = "auto"; this._treeSubsetDiv.style.maxHeight = "300px"; this._treeDiv.appendChild(this._treeSubsetDiv); this._needToRefreshMeshesTree = true; // Logs this._logDiv = document.createElement("div"); this._logDiv.style.border = border; this._logDiv.id = "DebugLayerLogs"; this._logDiv.style.position = "absolute"; this._logDiv.style.background = background; this._logDiv.style.padding = "0px 0px 0px 5px"; this._logDiv.style.display = "none"; this._generateheader(this._logDiv, "LOGS"); this._logSubsetDiv = document.createElement("div"); this._logSubsetDiv.style.height = "127px"; this._logSubsetDiv.style.paddingTop = "5px"; this._logSubsetDiv.style.overflowY = "auto"; this._logSubsetDiv.style.fontSize = "12px"; this._logSubsetDiv.style.fontFamily = "consolas"; this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache; this._logDiv.appendChild(this._logSubsetDiv); BABYLON.Tools.OnNewCacheEntry = function (entry) { _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML; }; // Options this._optionsDiv = document.createElement("div"); this._optionsDiv.id = "DebugLayerOptions"; this._optionsDiv.style.border = border; this._optionsDiv.style.position = "absolute"; this._optionsDiv.style.background = background; this._optionsDiv.style.padding = "0px 0px 0px 5px"; this._optionsDiv.style.overflowY = "auto"; this._generateheader(this._optionsDiv, "OPTIONS"); this._optionsSubsetDiv = document.createElement("div"); this._optionsSubsetDiv.style.paddingTop = "5px"; this._optionsSubsetDiv.style.paddingBottom = "5px"; this._optionsSubsetDiv.style.overflowY = "auto"; this._optionsSubsetDiv.style.maxHeight = "200px"; this._optionsDiv.appendChild(this._optionsSubsetDiv); this._generateTexBox(this._optionsSubsetDiv, "Windows:", this.accentColor); this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) { _this._displayStatistics = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) { _this._displayLogs = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) { _this._displayTree = element.checked; _this._needToRefreshMeshesTree = true; }); this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "General:", this.accentColor); this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) { _this._scene.forceShowBoundingBoxes = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) { _this._labelsEnabled = element.checked; if (!_this._labelsEnabled) { _this._clearLabels(); } }); this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) { if (element.checked) { BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel; } else { BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel; } }); ; this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "Rendering mode:", this.accentColor); this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) { if (element.checked) { _this._scene.forceWireframe = false; _this._scene.forcePointsCloud = false; } }); this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) { if (element.checked) { _this._scene.forceWireframe = true; _this._scene.forcePointsCloud = false; } }); this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) { if (element.checked) { _this._scene.forceWireframe = false; _this._scene.forcePointsCloud = true; } }); this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "Texture channels:", this.accentColor); this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) { BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) { BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) { BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) { BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) { BABYLON.StandardMaterial.BumpTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) { BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) { BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) { BABYLON.StandardMaterial.FresnelEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Lightmap", BABYLON.StandardMaterial.LightmapEnabled, function (element) { BABYLON.StandardMaterial.LightmapEnabled = element.checked; }); this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "Options:", this.accentColor); this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) { _this._scene.animationsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) { _this._scene.collisionsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) { _this._scene.fogEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) { _this._scene.lensFlaresEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) { _this._scene.lightsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) { _this._scene.particlesEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) { _this._scene.postProcessesEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Probes", this._scene.probesEnabled, function (element) { _this._scene.probesEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) { _this._scene.proceduralTexturesEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) { _this._scene.renderTargetsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) { _this._scene.shadowsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) { _this._scene.skeletonsEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) { _this._scene.spritesEnabled = element.checked; }); this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) { _this._scene.texturesEnabled = element.checked; }); if (BABYLON.AudioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) { this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "Audio:", this.accentColor); this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) { if (element.checked) { _this._scene.headphone = true; } }); this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) { if (element.checked) { _this._scene.headphone = false; } }); this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) { _this._scene.audioEnabled = !element.checked; }); } this._optionsSubsetDiv.appendChild(document.createElement("br")); this._generateTexBox(this._optionsSubsetDiv, "Tools:", this.accentColor); this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) { _this._scene.dumpNextRenderTargets = true; }); this._generateButton(this._optionsSubsetDiv, "Run SceneOptimizer", function (element) { BABYLON.SceneOptimizer.OptimizeAsync(_this._scene); }); this._generateButton(this._optionsSubsetDiv, "Log camera object", function (element) { if (_this._camera) { console.log(_this._camera); } else { console.warn("No camera defined, or debug layer created before camera creation!"); } }); this._optionsSubsetDiv.appendChild(document.createElement("br")); this._globalDiv.appendChild(this._statsDiv); this._globalDiv.appendChild(this._logDiv); this._globalDiv.appendChild(this._optionsDiv); this._globalDiv.appendChild(this._treeDiv); } }; DebugLayer.prototype._displayStats = function () { var scene = this._scene; var engine = scene.getEngine(); var glInfo = engine.getGlInfo(); this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - " + BABYLON.Tools.Format(engine.getFps(), 0) + " fps

" + "
" + "Count
" + "Total meshes: " + scene.meshes.length + "
" + "Total vertices: " + scene.getTotalVertices() + "
" + "Total materials: " + scene.materials.length + "
" + "Total textures: " + scene.textures.length + "
" + "Active meshes: " + scene.getActiveMeshes().length + "
" + "Active indices: " + scene.getActiveIndices() + "
" + "Active bones: " + scene.getActiveBones() + "
" + "Active particles: " + scene.getActiveParticles() + "
" + "Draw calls: " + engine.drawCalls + "

" + "Duration
" + "Meshes selection: " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms
" + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms
" + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms
" + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms

" + "Render: " + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms
" + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms
" + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "

" + "
" + "
" + "Extensions
" + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "
" + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "
" + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "
" + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "
" + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "
" + "Fragment depth: " + (engine.getCaps().fragmentDepthSupported ? "Yes" : "No") + "
" + "Caps.
" + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "
" + "Max textures size: " + engine.getCaps().maxTextureSize + "
" + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "


" + "

" + "Info
" + glInfo.version + "
" + glInfo.renderer + "
"; if (this.customStatsFunction) { this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML; } }; return DebugLayer; })(); BABYLON.DebugLayer = DebugLayer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DefaultLoadingScreen = (function () { function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) { var _this = this; if (_loadingText === void 0) { _loadingText = ""; } if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; } this._renderingCanvas = _renderingCanvas; this._loadingText = _loadingText; this._loadingDivBackgroundColor = _loadingDivBackgroundColor; // Resize this._resizeLoadingUI = function () { var canvasRect = _this._renderingCanvas.getBoundingClientRect(); _this._loadingDiv.style.position = "absolute"; _this._loadingDiv.style.left = canvasRect.left + "px"; _this._loadingDiv.style.top = canvasRect.top + "px"; _this._loadingDiv.style.width = canvasRect.width + "px"; _this._loadingDiv.style.height = canvasRect.height + "px"; }; } DefaultLoadingScreen.prototype.displayLoadingUI = function () { var _this = this; this._loadingDiv = document.createElement("div"); this._loadingDiv.id = "babylonjsLoadingDiv"; this._loadingDiv.style.opacity = "0"; this._loadingDiv.style.transition = "opacity 1.5s ease"; // Loading text this._loadingTextDiv = document.createElement("div"); this._loadingTextDiv.style.position = "absolute"; this._loadingTextDiv.style.left = "0"; this._loadingTextDiv.style.top = "50%"; this._loadingTextDiv.style.marginTop = "80px"; this._loadingTextDiv.style.width = "100%"; this._loadingTextDiv.style.height = "20px"; this._loadingTextDiv.style.fontFamily = "Arial"; this._loadingTextDiv.style.fontSize = "14px"; this._loadingTextDiv.style.color = "white"; this._loadingTextDiv.style.textAlign = "center"; this._loadingTextDiv.innerHTML = "Loading"; this._loadingDiv.appendChild(this._loadingTextDiv); //set the predefined text this._loadingTextDiv.innerHTML = this._loadingText; // Loading img var imgBack = new Image(); imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg=="; imgBack.style.position = "absolute"; imgBack.style.left = "50%"; imgBack.style.top = "50%"; imgBack.style.marginLeft = "-50px"; imgBack.style.marginTop = "-50px"; imgBack.style.transition = "transform 1.0s ease"; imgBack.style.webkitTransition = "-webkit-transform 1.0s ease"; var deg = 360; var onTransitionEnd = function () { deg += 360; imgBack.style.transform = "rotateZ(" + deg + "deg)"; imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)"; }; imgBack.addEventListener("transitionend", onTransitionEnd); imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd); this._loadingDiv.appendChild(imgBack); // front image var imgFront = new Image(); imgFront.src = "data:image/png;base64,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"; imgFront.style.position = "absolute"; imgFront.style.left = "50%"; imgFront.style.top = "50%"; imgFront.style.marginLeft = "-50px"; imgFront.style.marginTop = "-50px"; this._loadingDiv.appendChild(imgFront); this._resizeLoadingUI(); window.addEventListener("resize", this._resizeLoadingUI); this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor; document.body.appendChild(this._loadingDiv); setTimeout(function () { _this._loadingDiv.style.opacity = "1"; imgBack.style.transform = "rotateZ(360deg)"; imgBack.style.webkitTransform = "rotateZ(360deg)"; }, 0); }; DefaultLoadingScreen.prototype.hideLoadingUI = function () { var _this = this; if (!this._loadingDiv) { return; } var onTransitionEnd = function () { if (!_this._loadingDiv) { return; } document.body.removeChild(_this._loadingDiv); window.removeEventListener("resize", _this._resizeLoadingUI); _this._loadingDiv = null; }; this._loadingDiv.style.opacity = "0"; this._loadingDiv.addEventListener("transitionend", onTransitionEnd); }; Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", { set: function (text) { this._loadingText = text; if (this._loadingTextDiv) { this._loadingTextDiv.innerHTML = this._loadingText; } }, enumerable: true, configurable: true }); Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", { get: function () { return this._loadingDivBackgroundColor; }, set: function (color) { this._loadingDivBackgroundColor = color; if (!this._loadingDiv) { return; } this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor; }, enumerable: true, configurable: true }); return DefaultLoadingScreen; })(); BABYLON.DefaultLoadingScreen = DefaultLoadingScreen; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SIMDVector3 = (function () { function SIMDVector3() { } SIMDVector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) { var v = SIMD.float32x4.loadXYZ(vector._data, 0); var m0 = SIMD.float32x4.load(transformation.m, 0); var m1 = SIMD.float32x4.load(transformation.m, 4); var m2 = SIMD.float32x4.load(transformation.m, 8); var m3 = SIMD.float32x4.load(transformation.m, 12); var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3)); r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3)); SIMD.float32x4.storeXYZ(result._data, 0, r); }; SIMDVector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) { var v0 = SIMD.float32x4.splat(x); var v1 = SIMD.float32x4.splat(y); var v2 = SIMD.float32x4.splat(z); var m0 = SIMD.float32x4.load(transformation.m, 0); var m1 = SIMD.float32x4.load(transformation.m, 4); var m2 = SIMD.float32x4.load(transformation.m, 8); var m3 = SIMD.float32x4.load(transformation.m, 12); var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3)); r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3)); SIMD.float32x4.storeXYZ(result._data, 0, r); }; return SIMDVector3; })(); BABYLON.SIMDVector3 = SIMDVector3; var SIMDMatrix = (function () { function SIMDMatrix() { } SIMDMatrix.prototype.multiplyToArraySIMD = function (other, result, offset) { if (offset === void 0) { offset = 0; } var tm = this.m; var om = other.m; var om0 = SIMD.float32x4.load(om, 0); var om1 = SIMD.float32x4.load(om, 4); var om2 = SIMD.float32x4.load(om, 8); var om3 = SIMD.float32x4.load(om, 12); var tm0 = SIMD.float32x4.load(tm, 0); SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3))))); var tm1 = SIMD.float32x4.load(tm, 4); SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3))))); var tm2 = SIMD.float32x4.load(tm, 8); SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3))))); var tm3 = SIMD.float32x4.load(tm, 12); SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3))))); }; SIMDMatrix.prototype.invertToRefSIMD = function (other) { var src = this.m; var dest = other.m; var row0, row1, row2, row3; var tmp1; var minor0, minor1, minor2, minor3; var det; // Load the 4 rows var src0 = SIMD.float32x4.load(src, 0); var src1 = SIMD.float32x4.load(src, 4); var src2 = SIMD.float32x4.load(src, 8); var src3 = SIMD.float32x4.load(src, 12); // Transpose the source matrix. Sort of. Not a true transpose operation tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5); row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5); row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7); row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7); row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); // This is a true transposition, but it will lead to an incorrect result //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5); //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5); //row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6); //row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7); //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7); //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7); //row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6); //row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7); // ---- tmp1 = SIMD.float32x4.mul(row2, row3); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor0 = SIMD.float32x4.mul(row1, tmp1); minor1 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0); minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1); minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(row1, row2); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0); minor3 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1)); minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3); minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110 tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0); minor2 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1)); minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2); minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(row0, row1); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2); minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2); minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1)); // ---- tmp1 = SIMD.float32x4.mul(row0, row3); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1)); minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1); minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1)); // ---- tmp1 = SIMD.float32x4.mul(row0, row2); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1); minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1)); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1)); minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3); // Compute determinant det = SIMD.float32x4.mul(row0, minor0); det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110 det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001 tmp1 = SIMD.float32x4.reciprocalApproximation(det); det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1))); det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0); // These shuffles aren't necessary if the faulty transposition is done // up at the top of this function. //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3); //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3); //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3); //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3); // Compute final values by multiplying with 1/det minor0 = SIMD.float32x4.mul(det, minor0); minor1 = SIMD.float32x4.mul(det, minor1); minor2 = SIMD.float32x4.mul(det, minor2); minor3 = SIMD.float32x4.mul(det, minor3); SIMD.float32x4.store(dest, 0, minor0); SIMD.float32x4.store(dest, 4, minor1); SIMD.float32x4.store(dest, 8, minor2); SIMD.float32x4.store(dest, 12, minor3); return this; }; SIMDMatrix.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) { var out = result.m; var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0); var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0); var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0); // cc.kmVec3Subtract(f, pCenter, pEye); var f = SIMD.float32x4.sub(center, eye); // cc.kmVec3Normalize(f, f); var tmp = SIMD.float32x4.mul(f, f); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Assign(up, pUp); // cc.kmVec3Normalize(up, up); tmp = SIMD.float32x4.mul(up, up); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Cross(s, f, up); var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3))); // cc.kmVec3Normalize(s, s); tmp = SIMD.float32x4.mul(s, s); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Cross(u, s, f); var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3))); // cc.kmVec3Normalize(s, s); tmp = SIMD.float32x4.mul(s, s); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); var zero = SIMD.float32x4.splat(0.0); s = SIMD.float32x4.neg(s); var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5); var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5); var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7); tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7); var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0); var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0); var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0); var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0); var b3 = SIMD.float32x4.neg(eye); b3 = SIMD.float32x4.withW(b3, 1.0); SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3))))); }; return SIMDMatrix; })(); BABYLON.SIMDMatrix = SIMDMatrix; var previousMultiplyToArray = BABYLON.Matrix.prototype.multiplyToArray; var previousInvertToRef = BABYLON.Matrix.prototype.invertToRef; var previousLookAtLHToRef = BABYLON.Matrix.LookAtLHToRef; var previousTransformCoordinatesToRef = BABYLON.Vector3.TransformCoordinatesToRef; var previousTransformCoordinatesFromFloatsToRef = BABYLON.Vector3.TransformCoordinatesFromFloatsToRef; var SIMDHelper = (function () { function SIMDHelper() { } Object.defineProperty(SIMDHelper, "IsEnabled", { get: function () { return SIMDHelper._isEnabled; }, enumerable: true, configurable: true }); SIMDHelper.DisableSIMD = function () { // Replace functions BABYLON.Matrix.prototype.multiplyToArray = previousMultiplyToArray; BABYLON.Matrix.prototype.invertToRef = previousInvertToRef; BABYLON.Matrix.LookAtLHToRef = previousLookAtLHToRef; BABYLON.Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef; SIMDHelper._isEnabled = false; }; SIMDHelper.EnableSIMD = function () { if (window.SIMD === undefined) { return; } // Replace functions BABYLON.Matrix.prototype.multiplyToArray = SIMDMatrix.prototype.multiplyToArraySIMD; BABYLON.Matrix.prototype.invertToRef = SIMDMatrix.prototype.invertToRefSIMD; BABYLON.Matrix.LookAtLHToRef = SIMDMatrix.LookAtLHToRefSIMD; BABYLON.Vector3.TransformCoordinatesToRef = SIMDVector3.TransformCoordinatesToRefSIMD; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef = SIMDVector3.TransformCoordinatesFromFloatsToRefSIMD; Object.defineProperty(BABYLON.Vector3.prototype, "x", { get: function () { return this._data[0]; }, set: function (value) { if (!this._data) { this._data = new Float32Array(3); } this._data[0] = value; } }); Object.defineProperty(BABYLON.Vector3.prototype, "y", { get: function () { return this._data[1]; }, set: function (value) { this._data[1] = value; } }); Object.defineProperty(BABYLON.Vector3.prototype, "z", { get: function () { return this._data[2]; }, set: function (value) { this._data[2] = value; } }); SIMDHelper._isEnabled = true; }; SIMDHelper._isEnabled = false; return SIMDHelper; })(); BABYLON.SIMDHelper = SIMDHelper; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var ShaderMaterial = (function (_super) { __extends(ShaderMaterial, _super); function ShaderMaterial(name, scene, shaderPath, options) { _super.call(this, name, scene); this._textures = new Array(); this._floats = new Array(); this._floatsArrays = {}; this._colors3 = new Array(); this._colors4 = new Array(); this._vectors2 = new Array(); this._vectors3 = new Array(); this._vectors4 = new Array(); this._matrices = new Array(); this._matrices3x3 = new Array(); this._matrices2x2 = new Array(); this._cachedWorldViewMatrix = new BABYLON.Matrix(); this._shaderPath = shaderPath; options.needAlphaBlending = options.needAlphaBlending || false; options.needAlphaTesting = options.needAlphaTesting || false; options.attributes = options.attributes || ["position", "normal", "uv"]; options.uniforms = options.uniforms || ["worldViewProjection"]; options.samplers = options.samplers || []; options.defines = options.defines || []; this._options = options; } ShaderMaterial.prototype.needAlphaBlending = function () { return this._options.needAlphaBlending; }; ShaderMaterial.prototype.needAlphaTesting = function () { return this._options.needAlphaTesting; }; ShaderMaterial.prototype._checkUniform = function (uniformName) { if (this._options.uniforms.indexOf(uniformName) === -1) { this._options.uniforms.push(uniformName); } }; ShaderMaterial.prototype.setTexture = function (name, texture) { if (this._options.samplers.indexOf(name) === -1) { this._options.samplers.push(name); } this._textures[name] = texture; return this; }; ShaderMaterial.prototype.setFloat = function (name, value) { this._checkUniform(name); this._floats[name] = value; return this; }; ShaderMaterial.prototype.setFloats = function (name, value) { this._checkUniform(name); this._floatsArrays[name] = value; return this; }; ShaderMaterial.prototype.setColor3 = function (name, value) { this._checkUniform(name); this._colors3[name] = value; return this; }; ShaderMaterial.prototype.setColor4 = function (name, value) { this._checkUniform(name); this._colors4[name] = value; return this; }; ShaderMaterial.prototype.setVector2 = function (name, value) { this._checkUniform(name); this._vectors2[name] = value; return this; }; ShaderMaterial.prototype.setVector3 = function (name, value) { this._checkUniform(name); this._vectors3[name] = value; return this; }; ShaderMaterial.prototype.setVector4 = function (name, value) { this._checkUniform(name); this._vectors4[name] = value; return this; }; ShaderMaterial.prototype.setMatrix = function (name, value) { this._checkUniform(name); this._matrices[name] = value; return this; }; ShaderMaterial.prototype.setMatrix3x3 = function (name, value) { this._checkUniform(name); this._matrices3x3[name] = value; return this; }; ShaderMaterial.prototype.setMatrix2x2 = function (name, value) { this._checkUniform(name); this._matrices2x2[name] = value; return this; }; ShaderMaterial.prototype.isReady = function (mesh, useInstances) { var scene = this.getScene(); var engine = scene.getEngine(); if (!this.checkReadyOnEveryCall) { if (this._renderId === scene.getRenderId()) { return true; } } // Instances var defines = []; var fallbacks = new BABYLON.EffectFallbacks(); if (useInstances) { defines.push("#define INSTANCES"); } for (var index = 0; index < this._options.defines.length; index++) { defines.push(this._options.defines[index]); } // Bones if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) { defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); fallbacks.addCPUSkinningFallback(0, mesh); } // Alpha test if (engine.getAlphaTesting()) { defines.push("#define ALPHATEST"); } var previousEffect = this._effect; var join = defines.join("\n"); this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError); if (!this._effect.isReady()) { return false; } if (previousEffect !== this._effect) { scene.resetCachedMaterial(); } this._renderId = scene.getRenderId(); return true; }; ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) { var scene = this.getScene(); if (this._options.uniforms.indexOf("world") !== -1) { this._effect.setMatrix("world", world); } if (this._options.uniforms.indexOf("worldView") !== -1) { world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix); this._effect.setMatrix("worldView", this._cachedWorldViewMatrix); } if (this._options.uniforms.indexOf("worldViewProjection") !== -1) { this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix())); } }; ShaderMaterial.prototype.bind = function (world, mesh) { // Std values this.bindOnlyWorldMatrix(world); if (this.getScene().getCachedMaterial() !== this) { if (this._options.uniforms.indexOf("view") !== -1) { this._effect.setMatrix("view", this.getScene().getViewMatrix()); } if (this._options.uniforms.indexOf("projection") !== -1) { this._effect.setMatrix("projection", this.getScene().getProjectionMatrix()); } if (this._options.uniforms.indexOf("viewProjection") !== -1) { this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix()); } // Bones if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Texture for (var name in this._textures) { this._effect.setTexture(name, this._textures[name]); } // Float for (name in this._floats) { this._effect.setFloat(name, this._floats[name]); } // Float s for (name in this._floatsArrays) { this._effect.setArray(name, this._floatsArrays[name]); } // Color3 for (name in this._colors3) { this._effect.setColor3(name, this._colors3[name]); } // Color4 for (name in this._colors4) { var color = this._colors4[name]; this._effect.setFloat4(name, color.r, color.g, color.b, color.a); } // Vector2 for (name in this._vectors2) { this._effect.setVector2(name, this._vectors2[name]); } // Vector3 for (name in this._vectors3) { this._effect.setVector3(name, this._vectors3[name]); } // Vector4 for (name in this._vectors4) { this._effect.setVector4(name, this._vectors4[name]); } // Matrix for (name in this._matrices) { this._effect.setMatrix(name, this._matrices[name]); } // Matrix 3x3 for (name in this._matrices3x3) { this._effect.setMatrix3x3(name, this._matrices3x3[name]); } // Matrix 2x2 for (name in this._matrices2x2) { this._effect.setMatrix2x2(name, this._matrices2x2[name]); } } _super.prototype.bind.call(this, world, mesh); }; ShaderMaterial.prototype.clone = function (name) { var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options); return newShaderMaterial; }; ShaderMaterial.prototype.dispose = function (forceDisposeEffect) { for (var name in this._textures) { this._textures[name].dispose(); } this._textures = []; _super.prototype.dispose.call(this, forceDisposeEffect); }; return ShaderMaterial; })(BABYLON.Material); BABYLON.ShaderMaterial = ShaderMaterial; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Internals; (function (Internals) { // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html // All values and structures referenced from: // http://msdn.microsoft.com/en-us/library/bb943991.aspx/ var DDS_MAGIC = 0x20534444; var DDSD_CAPS = 0x1, DDSD_HEIGHT = 0x2, DDSD_WIDTH = 0x4, DDSD_PITCH = 0x8, DDSD_PIXELFORMAT = 0x1000, DDSD_MIPMAPCOUNT = 0x20000, DDSD_LINEARSIZE = 0x80000, DDSD_DEPTH = 0x800000; var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000; var DDSCAPS2_CUBEMAP = 0x200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, DDSCAPS2_VOLUME = 0x200000; var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000; function FourCCToInt32(value) { return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24); } function Int32ToFourCC(value) { return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff); } var FOURCC_DXT1 = FourCCToInt32("DXT1"); var FOURCC_DXT3 = FourCCToInt32("DXT3"); var FOURCC_DXT5 = FourCCToInt32("DXT5"); var headerLengthInt = 31; // The header length in 32 bit ints // Offsets into the header array var off_magic = 0; var off_size = 1; var off_flags = 2; var off_height = 3; var off_width = 4; var off_mipmapCount = 7; var off_pfFlags = 20; var off_pfFourCC = 21; var off_RGBbpp = 22; var off_RMask = 23; var off_GMask = 24; var off_BMask = 25; var off_AMask = 26; var off_caps1 = 27; var off_caps2 = 28; ; var DDSTools = (function () { function DDSTools() { } DDSTools.GetDDSInfo = function (arrayBuffer) { var header = new Int32Array(arrayBuffer, 0, headerLengthInt); var mipmapCount = 1; if (header[off_flags] & DDSD_MIPMAPCOUNT) { mipmapCount = Math.max(1, header[off_mipmapCount]); } return { width: header[off_width], height: header[off_height], mipmapCount: mipmapCount, isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC, isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB, isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE, isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP }; }; DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) { var byteArray = new Uint8Array(dataLength); var srcData = new Uint8Array(arrayBuffer); var index = 0; for (var y = height - 1; y >= 0; y--) { for (var x = 0; x < width; x++) { var srcPos = dataOffset + (x + y * width) * 4; byteArray[index + 2] = srcData[srcPos]; byteArray[index + 1] = srcData[srcPos + 1]; byteArray[index] = srcData[srcPos + 2]; byteArray[index + 3] = srcData[srcPos + 3]; index += 4; } } return byteArray; }; DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) { var byteArray = new Uint8Array(dataLength); var srcData = new Uint8Array(arrayBuffer); var index = 0; for (var y = height - 1; y >= 0; y--) { for (var x = 0; x < width; x++) { var srcPos = dataOffset + (x + y * width) * 3; byteArray[index + 2] = srcData[srcPos]; byteArray[index + 1] = srcData[srcPos + 1]; byteArray[index] = srcData[srcPos + 2]; index += 3; } } return byteArray; }; DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) { var byteArray = new Uint8Array(dataLength); var srcData = new Uint8Array(arrayBuffer); var index = 0; for (var y = height - 1; y >= 0; y--) { for (var x = 0; x < width; x++) { var srcPos = dataOffset + (x + y * width); byteArray[index] = srcData[srcPos]; index++; } } return byteArray; }; DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) { var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i; if (header[off_magic] != DDS_MAGIC) { BABYLON.Tools.Error("Invalid magic number in DDS header"); return; } if (!info.isFourCC && !info.isRGB && !info.isLuminance) { BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code"); return; } if (info.isFourCC) { fourCC = header[off_pfFourCC]; switch (fourCC) { case FOURCC_DXT1: blockBytes = 8; internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT; break; case FOURCC_DXT3: blockBytes = 16; internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case FOURCC_DXT5: blockBytes = 16; internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC)); return; } } mipmapCount = 1; if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) { mipmapCount = Math.max(1, header[off_mipmapCount]); } var bpp = header[off_RGBbpp]; for (var face = 0; face < faces; face++) { var sampler = faces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face); width = header[off_width]; height = header[off_height]; dataOffset = header[off_size] + 4; for (i = 0; i < mipmapCount; ++i) { if (info.isRGB) { if (bpp === 24) { dataLength = width * height * 3; byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer); gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray); } else { dataLength = width * height * 4; byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer); gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray); } } else if (info.isLuminance) { var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT); var unpaddedRowSize = width; var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment; dataLength = paddedRowSize * (height - 1) + unpaddedRowSize; byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer); gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray); } else { dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes; byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength); gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray); } dataOffset += dataLength; width *= 0.5; height *= 0.5; width = Math.max(1.0, width); height = Math.max(1.0, height); } } }; return DDSTools; })(); Internals.DDSTools = DDSTools; })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var CannonJSPlugin = (function () { function CannonJSPlugin() { this._registeredMeshes = []; this._physicsMaterials = []; this.name = "cannon"; this.updateBodyPosition = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) { var body = registeredMesh.body; var center = mesh.getBoundingInfo().boundingBox.center; body.position.set(center.x, center.y, center.z); body.quaternion.copy(mesh.rotationQuaternion); if (registeredMesh.deltaRotation) { var tmpQ = new CANNON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475); body.quaternion = body.quaternion.mult(tmpQ); } if (registeredMesh.heightmap) { //calculate the correct body position: var rotationQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = new BABYLON.Quaternion(); mesh.computeWorldMatrix(true); //get original center with no rotation var center = mesh.getBoundingInfo().boundingBox.center.clone(); var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0); //rotation is back mesh.rotationQuaternion = rotationQuaternion; //calculate the new center using a pivot (since Cannon.js doesn't center height maps) var p = BABYLON.Matrix.Translation(mesh.getBoundingInfo().boundingBox.extendSize.x, 0, -mesh.getBoundingInfo().boundingBox.extendSize.z); mesh.setPivotMatrix(p); mesh.computeWorldMatrix(true); //calculate the translation var translation = mesh.getBoundingInfo().boundingBox.center.subtract(center).subtract(mesh.position).negate(); body.position = new CANNON.Vec3(translation.x, translation.y - mesh.getBoundingInfo().boundingBox.extendSize.y, translation.z); //add it inverted to the delta registeredMesh.delta = mesh.getBoundingInfo().boundingBox.center.subtract(center); registeredMesh.delta.y += mesh.getBoundingInfo().boundingBox.extendSize.y; mesh.setPivotMatrix(oldPivot); mesh.computeWorldMatrix(true); } return; } } }; } CannonJSPlugin.prototype.initialize = function (iterations) { if (iterations === void 0) { iterations = 10; } this._world = new CANNON.World(); this._world.broadphase = new CANNON.NaiveBroadphase(); this._world.solver.iterations = iterations; }; CannonJSPlugin.prototype._checkWithEpsilon = function (value) { return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value; }; CannonJSPlugin.prototype.runOneStep = function (delta) { var _this = this; this._world.step(delta); this._registeredMeshes.forEach(function (registeredMesh) { // Body position var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z; registeredMesh.mesh.position.x = bodyX + registeredMesh.delta.x; registeredMesh.mesh.position.y = bodyY + registeredMesh.delta.y; registeredMesh.mesh.position.z = bodyZ + registeredMesh.delta.z; registeredMesh.mesh.rotationQuaternion.copyFrom(registeredMesh.body.quaternion); if (registeredMesh.deltaRotation) { registeredMesh.mesh.rotationQuaternion.multiplyInPlace(registeredMesh.deltaRotation); } //is the physics collision callback is set? if (registeredMesh.mesh.onPhysicsCollide) { if (!registeredMesh.collisionFunction) { registeredMesh.collisionFunction = function (e) { //find the mesh that collided with the registered mesh for (var idx = 0; idx < _this._registeredMeshes.length; idx++) { if (_this._registeredMeshes[idx].body == e.body) { registeredMesh.mesh.onPhysicsCollide(_this._registeredMeshes[idx].mesh); } } }; registeredMesh.body.addEventListener("collide", registeredMesh.collisionFunction); } } else { //unregister, in case the function was removed for some reason if (registeredMesh.collisionFunction) { registeredMesh.body.removeEventListener("collide", registeredMesh.collisionFunction); } } }); }; CannonJSPlugin.prototype.setGravity = function (gravity) { this._gravity = gravity; this._world.gravity.set(gravity.x, gravity.y, gravity.z); }; CannonJSPlugin.prototype.getGravity = function () { return this._gravity; }; CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) { this.unregisterMesh(mesh); if (!mesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z); } mesh.computeWorldMatrix(true); var shape = this._createShape(mesh, impostor); return this._createRigidBodyFromShape(shape, mesh, options); }; CannonJSPlugin.prototype._createShape = function (mesh, impostor) { //get the correct bounding box var oldQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1); mesh.computeWorldMatrix(true); var returnValue; switch (impostor) { case BABYLON.PhysicsEngine.SphereImpostor: var bbox = mesh.getBoundingInfo().boundingBox; var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x; var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y; var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z; returnValue = new CANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2); break; //TMP also for cylinder - TODO Cannon supports cylinder natively. case BABYLON.PhysicsEngine.CylinderImpostor: BABYLON.Tools.Warn("CylinderImposter not yet implemented, using BoxImposter instead"); case BABYLON.PhysicsEngine.BoxImpostor: bbox = mesh.getBoundingInfo().boundingBox; var min = bbox.minimumWorld; var max = bbox.maximumWorld; var box = max.subtract(min).scale(0.5); returnValue = new CANNON.Box(new CANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z))); break; case BABYLON.PhysicsEngine.PlaneImpostor: BABYLON.Tools.Warn("Attention, Cannon.js PlaneImposter might not behave as you wish. Consider using BoxImposter instead"); returnValue = new CANNON.Plane(); break; case BABYLON.PhysicsEngine.MeshImpostor: var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var rawFaces = mesh.getIndices(); returnValue = this._createConvexPolyhedron(rawVerts, rawFaces, mesh); break; case BABYLON.PhysicsEngine.HeightmapImpostor: returnValue = this._createHeightmap(mesh); break; } mesh.rotationQuaternion = oldQuaternion; return returnValue; }; CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh) { var verts = [], faces = []; mesh.computeWorldMatrix(true); //reuse this variable var transformed = BABYLON.Vector3.Zero(); // Get vertices for (var i = 0; i < rawVerts.length; i += 3) { BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed); verts.push(new CANNON.Vec3(transformed.x, transformed.y, transformed.z)); } // Get faces for (var j = 0; j < rawFaces.length; j += 3) { faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]); } var shape = new CANNON.ConvexPolyhedron(verts, faces); return shape; }; CannonJSPlugin.prototype._createHeightmap = function (mesh, pointDepth) { var pos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var matrix = []; //For now pointDepth will not be used and will be automatically calculated. //Future reference - try and find the best place to add a reference to the pointDepth variable. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1); var dim = Math.min(mesh.getBoundingInfo().boundingBox.extendSize.x, mesh.getBoundingInfo().boundingBox.extendSize.z); var elementSize = dim * 2 / arraySize; var minY = mesh.getBoundingInfo().boundingBox.extendSize.y; for (var i = 0; i < pos.length; i = i + 3) { var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2); var z = Math.round(((pos[i + 2]) / elementSize - arraySize / 2) * -1); var y = pos[i + 1] + minY; if (!matrix[x]) { matrix[x] = []; } if (!matrix[x][z]) { matrix[x][z] = y; } matrix[x][z] = Math.max(y, matrix[x][z]); } for (var x = 0; x <= arraySize; ++x) { if (!matrix[x]) { var loc = 1; while (!matrix[(x + loc) % arraySize]) { loc++; } matrix[x] = matrix[(x + loc) % arraySize].slice(); } for (var z = 0; z <= arraySize; ++z) { if (!matrix[x][z]) { var loc = 1; var newValue; while (newValue === undefined) { newValue = matrix[x][(z + loc++) % arraySize]; } matrix[x][z] = newValue; } } } var shape = new CANNON.Heightfield(matrix, { elementSize: elementSize }); //For future reference, needed for body transformation shape.minY = minY; return shape; }; CannonJSPlugin.prototype._addMaterial = function (friction, restitution) { var index; var mat; for (index = 0; index < this._physicsMaterials.length; index++) { mat = this._physicsMaterials[index]; if (mat.friction === friction && mat.restitution === restitution) { return mat; } } var currentMat = new CANNON.Material("mat"); this._physicsMaterials.push(currentMat); for (index = 0; index < this._physicsMaterials.length; index++) { mat = this._physicsMaterials[index]; var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, { friction: friction, restitution: restitution }); this._world.addContactMaterial(contactMaterial); } return currentMat; }; CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, options) { if (!mesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z); } // The delta between the mesh position and the mesh bounding box center var bbox = mesh.getBoundingInfo().boundingBox; var deltaPosition = mesh.position.subtract(bbox.center); var deltaRotation; var material = this._addMaterial(options.friction, options.restitution); var body = new CANNON.Body({ mass: options.mass, material: material, position: new CANNON.Vec3(bbox.center.x, bbox.center.y, bbox.center.z) }); body.quaternion = new CANNON.Quaternion(mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z, mesh.rotationQuaternion.w); //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis. if (shape.type === CANNON.Shape.types.PLANE || shape.type === CANNON.Shape.types.HEIGHTFIELD) { //-90 DEG in X, precalculated var tmpQ = new CANNON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475); body.quaternion = body.quaternion.mult(tmpQ); //Invert! (Precalculated, 90 deg in X) deltaRotation = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475); } //If it is a heightfield, if should be centered. if (shape.type === CANNON.Shape.types.HEIGHTFIELD) { //calculate the correct body position: var rotationQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = new BABYLON.Quaternion(); mesh.computeWorldMatrix(true); //get original center with no rotation var center = mesh.getBoundingInfo().boundingBox.center.clone(); var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0); //rotation is back mesh.rotationQuaternion = rotationQuaternion; //calculate the new center using a pivot (since Cannon.js doesn't center height maps) var p = BABYLON.Matrix.Translation(mesh.getBoundingInfo().boundingBox.extendSize.x, 0, -mesh.getBoundingInfo().boundingBox.extendSize.z); mesh.setPivotMatrix(p); mesh.computeWorldMatrix(true); //calculate the translation var translation = mesh.getBoundingInfo().boundingBox.center.subtract(center).subtract(mesh.position).negate(); body.position = new CANNON.Vec3(translation.x, translation.y - mesh.getBoundingInfo().boundingBox.extendSize.y, translation.z); //add it inverted to the delta deltaPosition = mesh.getBoundingInfo().boundingBox.center.subtract(center); deltaPosition.y += mesh.getBoundingInfo().boundingBox.extendSize.y; mesh.setPivotMatrix(oldPivot); mesh.computeWorldMatrix(true); } //add the shape body.addShape(shape); this._world.add(body); this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition, deltaRotation: deltaRotation, heightmap: shape.type === CANNON.Shape.types.HEIGHTFIELD }); return body; }; CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) { var initialMesh = parts[0].mesh; this.unregisterMesh(initialMesh); initialMesh.computeWorldMatrix(true); var initialShape = this._createShape(initialMesh, parts[0].impostor); var body = this._createRigidBodyFromShape(initialShape, initialMesh, options); for (var index = 1; index < parts.length; index++) { var mesh = parts[index].mesh; mesh.computeWorldMatrix(true); var shape = this._createShape(mesh, parts[index].impostor); var localPosition = mesh.position; body.addShape(shape, new CANNON.Vec3(localPosition.x, localPosition.y, localPosition.z)); } return body; }; CannonJSPlugin.prototype._unbindBody = function (body) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.body === body) { this._world.remove(registeredMesh.body); registeredMesh.body = null; registeredMesh.delta = null; registeredMesh.deltaRotation = null; } } }; CannonJSPlugin.prototype.unregisterMesh = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { // Remove body if (registeredMesh.body) { this._unbindBody(registeredMesh.body); } this._registeredMeshes.splice(index, 1); return; } } }; CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) { var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z); var impulse = new CANNON.Vec3(force.x, force.y, force.z); for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { registeredMesh.body.applyImpulse(impulse, worldPoint); return; } } }; CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) { var body1 = null, body2 = null; for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh1) { body1 = registeredMesh.body; } else if (registeredMesh.mesh === mesh2) { body2 = registeredMesh.body; } } if (!body1 || !body2) { return false; } var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.y, pivot1.z), body2, new CANNON.Vec3(pivot2.x, pivot2.y, pivot2.z)); this._world.addConstraint(constraint); return true; }; CannonJSPlugin.prototype.dispose = function () { while (this._registeredMeshes.length) { this.unregisterMesh(this._registeredMeshes[0].mesh); } }; CannonJSPlugin.prototype.isSupported = function () { return window.CANNON !== undefined; }; CannonJSPlugin.prototype.getWorldObject = function () { return this._world; }; CannonJSPlugin.prototype.getPhysicsBodyOfMesh = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { return registeredMesh.body; } } return null; }; return CannonJSPlugin; })(); BABYLON.CannonJSPlugin = CannonJSPlugin; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var OimoJSPlugin = (function () { function OimoJSPlugin() { this._registeredMeshes = []; this.name = "oimo"; /** * Update the body position according to the mesh position * @param mesh */ this.updateBodyPosition = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; var body = registeredMesh.body.body; var updated = false; var newPosition; if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) { mesh.computeWorldMatrix(true); newPosition = mesh.getBoundingInfo().boundingBox.center; updated = true; } else if (registeredMesh.mesh.parent === mesh) { mesh.computeWorldMatrix(true); registeredMesh.mesh.computeWorldMatrix(true); newPosition = registeredMesh.mesh.getAbsolutePosition(); updated = true; } if (updated) { body.setPosition(new OIMO.Vec3(newPosition.x, newPosition.y, newPosition.z)); body.setQuaternion(mesh.rotationQuaternion); body.sleeping = false; //force Oimo to update the body's position body.updatePosition(1); } } }; } OimoJSPlugin.prototype._checkWithEpsilon = function (value) { return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value; }; OimoJSPlugin.prototype.initialize = function (iterations) { this._world = new OIMO.World(null, null, iterations); this._world.clear(); }; OimoJSPlugin.prototype.setGravity = function (gravity) { this._gravity = this._world.gravity = gravity; }; OimoJSPlugin.prototype.getGravity = function () { return this._gravity; }; OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) { this.unregisterMesh(mesh); if (!mesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z); } mesh.computeWorldMatrix(true); var bbox = mesh.getBoundingInfo().boundingBox; // The delta between the mesh position and the mesh bounding box center var deltaPosition = mesh.position.subtract(bbox.center); //calculate rotation to fit Oimo's needs (Euler...) var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w }); //get the correct bounding box var oldQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1); mesh.computeWorldMatrix(true); var bodyConfig = { name: mesh.uniqueId, pos: [bbox.center.x, bbox.center.y, bbox.center.z], rot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD], move: options.mass != 0, config: [options.mass, options.friction, options.restitution], world: this._world }; // register mesh switch (impostor) { case BABYLON.PhysicsEngine.SphereImpostor: var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x; var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y; var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z; var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2; bodyConfig.type = 'sphere'; bodyConfig.size = [size]; break; case BABYLON.PhysicsEngine.PlaneImpostor: //Oimo "fakes" a cylinder as a box, so why don't we! case BABYLON.PhysicsEngine.CylinderImpostor: case BABYLON.PhysicsEngine.BoxImpostor: var min = bbox.minimumWorld; var max = bbox.maximumWorld; var box = max.subtract(min); var sizeX = this._checkWithEpsilon(box.x); var sizeY = this._checkWithEpsilon(box.y); var sizeZ = this._checkWithEpsilon(box.z); bodyConfig.type = 'box'; bodyConfig.size = [sizeX, sizeY, sizeZ]; break; } var body = new OIMO.Body(bodyConfig); //We have to access the rigid body's properties to set the quaternion. //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision. //body.body.orientation = new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z); //TEST //body.body.resetQuaternion(new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z)); //update the internal rotation matrix //body.body.syncShapes(); this._registeredMeshes.push({ mesh: mesh, body: body, delta: deltaPosition }); //for the sake of consistency. mesh.rotationQuaternion = oldQuaternion; return body; }; OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) { var types = [], sizes = [], positions = [], rotations = []; var initialMesh = parts[0].mesh; for (var index = 0; index < parts.length; index++) { var part = parts[index]; var bodyParameters = this._createBodyAsCompound(part, options, initialMesh); types.push(bodyParameters.type); sizes.push.apply(sizes, bodyParameters.size); positions.push.apply(positions, bodyParameters.pos); rotations.push.apply(rotations, bodyParameters.rot); } var body = new OIMO.Body({ name: initialMesh.uniqueId, type: types, size: sizes, pos: positions, rot: rotations, move: options.mass != 0, config: [options.mass, options.friction, options.restitution], world: this._world }); //Reset the body's rotation to be of the initial mesh's. var rot = new OIMO.Euler().setFromQuaternion({ x: initialMesh.rotationQuaternion.x, y: initialMesh.rotationQuaternion.y, z: initialMesh.rotationQuaternion.z, s: initialMesh.rotationQuaternion.w }); body.resetRotation(rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD); this._registeredMeshes.push({ mesh: initialMesh, body: body }); return body; }; OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) { var mesh = part.mesh; if (!mesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z); } // We need the bounding box/sphere info to compute the physics body mesh.computeWorldMatrix(true); var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w }); var bodyParameters = { name: mesh.uniqueId, pos: [mesh.position.x, mesh.position.y, mesh.position.z], //A bug in Oimo (Body class) prevents us from using rot directly. rot: [0, 0, 0], //For future reference, if the bug will ever be fixed. realRot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD] }; var oldQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1); mesh.computeWorldMatrix(true); switch (part.impostor) { case BABYLON.PhysicsEngine.SphereImpostor: var bbox = mesh.getBoundingInfo().boundingBox; var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x; var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y; var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z; var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2; bodyParameters.type = 'sphere'; bodyParameters.size = [size, size, size]; break; case BABYLON.PhysicsEngine.PlaneImpostor: case BABYLON.PhysicsEngine.CylinderImpostor: case BABYLON.PhysicsEngine.BoxImpostor: bbox = mesh.getBoundingInfo().boundingBox; var min = bbox.minimumWorld; var max = bbox.maximumWorld; var box = max.subtract(min); var sizeX = this._checkWithEpsilon(box.x); var sizeY = this._checkWithEpsilon(box.y); var sizeZ = this._checkWithEpsilon(box.z); bodyParameters.type = 'box'; bodyParameters.size = [sizeX, sizeY, sizeZ]; break; } mesh.rotationQuaternion = oldQuaternion; return bodyParameters; }; OimoJSPlugin.prototype.unregisterMesh = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) { if (registeredMesh.body) { this._world.removeRigidBody(registeredMesh.body.body); this._unbindBody(registeredMesh.body); } this._registeredMeshes.splice(index, 1); return; } } }; OimoJSPlugin.prototype._unbindBody = function (body) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.body === body) { registeredMesh.body = null; } } }; OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) { // Get object mass to have a behaviour similar to cannon.js var mass = registeredMesh.body.body.massInfo.mass; // The force is scaled with the mass of object registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass)); return; } } }; OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) { var body1 = null, body2 = null; for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh1) { body1 = registeredMesh.body.body; } else if (registeredMesh.mesh === mesh2) { body2 = registeredMesh.body.body; } } if (!body1 || !body2) { return false; } if (!options) { options = {}; } new OIMO.Link({ type: options.type, body1: body1, body2: body2, min: options.min, max: options.max, axe1: options.axe1, axe2: options.axe2, pos1: [pivot1.x, pivot1.y, pivot1.z], pos2: [pivot2.x, pivot2.y, pivot2.z], collision: options.collision, spring: options.spring, world: this._world }); return true; }; OimoJSPlugin.prototype.dispose = function () { this._world.clear(); while (this._registeredMeshes.length) { this.unregisterMesh(this._registeredMeshes[0].mesh); } }; OimoJSPlugin.prototype.isSupported = function () { return OIMO !== undefined; }; OimoJSPlugin.prototype.getWorldObject = function () { return this._world; }; OimoJSPlugin.prototype.getPhysicsBodyOfMesh = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { return registeredMesh.body; } } return null; }; OimoJSPlugin.prototype._getLastShape = function (body) { var lastShape = body.shapes; while (lastShape.next) { lastShape = lastShape.next; } return lastShape; }; OimoJSPlugin.prototype.runOneStep = function (time) { this._world.step(); // Update the position of all registered meshes var i = this._registeredMeshes.length; var m; while (i--) { var body = this._registeredMeshes[i].body.body; var mesh = this._registeredMeshes[i].mesh; if (!this._registeredMeshes[i].delta) { this._registeredMeshes[i].delta = BABYLON.Vector3.Zero(); } if (!body.sleeping) { //TODO check that if (body.shapes.next) { var parentShape = this._getLastShape(body); mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE; mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE; mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE; } else { mesh.position.copyFrom(body.getPosition()).addInPlace(this._registeredMeshes[i].delta); } mesh.rotationQuaternion.copyFrom(body.getQuaternion()); mesh.computeWorldMatrix(); } //check if the collide callback is set. if (mesh.onPhysicsCollide) { var meshUniqueName = mesh.uniqueId; var contact = this._world.contacts; while (contact !== null) { //is this body colliding with any other? if ((contact.body1.name == mesh.uniqueId || contact.body2.name == mesh.uniqueId) && contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) { var otherUniqueId = contact.body1.name == mesh.uniqueId ? contact.body2.name : contact.body1.name; //get the mesh and execute the callback var otherMesh = mesh.getScene().getMeshByUniqueID(otherUniqueId); if (otherMesh) mesh.onPhysicsCollide(otherMesh); } contact = contact.next; } } } }; return OimoJSPlugin; })(); BABYLON.OimoJSPlugin = OimoJSPlugin; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DisplayPassPostProcess = (function (_super) { __extends(DisplayPassPostProcess, _super); function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) { _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable); } return DisplayPassPostProcess; })(BABYLON.PostProcess); BABYLON.DisplayPassPostProcess = DisplayPassPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SimplificationSettings = (function () { function SimplificationSettings(quality, distance, optimizeMesh) { this.quality = quality; this.distance = distance; this.optimizeMesh = optimizeMesh; } return SimplificationSettings; })(); BABYLON.SimplificationSettings = SimplificationSettings; var SimplificationQueue = (function () { function SimplificationQueue() { this.running = false; this._simplificationArray = []; } SimplificationQueue.prototype.addTask = function (task) { this._simplificationArray.push(task); }; SimplificationQueue.prototype.executeNext = function () { var task = this._simplificationArray.pop(); if (task) { this.running = true; this.runSimplification(task); } else { this.running = false; } }; SimplificationQueue.prototype.runSimplification = function (task) { var _this = this; if (task.parallelProcessing) { //parallel simplifier task.settings.forEach(function (setting) { var simplifier = _this.getSimplifier(task); simplifier.simplify(setting, function (newMesh) { task.mesh.addLODLevel(setting.distance, newMesh); newMesh.isVisible = true; //check if it is the last if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) { //all done, run the success callback. task.successCallback(); } _this.executeNext(); }); }); } else { //single simplifier. var simplifier = this.getSimplifier(task); var runDecimation = function (setting, callback) { simplifier.simplify(setting, function (newMesh) { task.mesh.addLODLevel(setting.distance, newMesh); newMesh.isVisible = true; //run the next quality level callback(); }); }; BABYLON.AsyncLoop.Run(task.settings.length, function (loop) { runDecimation(task.settings[loop.index], function () { loop.executeNext(); }); }, function () { //execution ended, run the success callback. if (task.successCallback) { task.successCallback(); } _this.executeNext(); }); } }; SimplificationQueue.prototype.getSimplifier = function (task) { switch (task.simplificationType) { case SimplificationType.QUADRATIC: default: return new QuadraticErrorSimplification(task.mesh); } }; return SimplificationQueue; })(); BABYLON.SimplificationQueue = SimplificationQueue; /** * The implemented types of simplification. * At the moment only Quadratic Error Decimation is implemented. */ (function (SimplificationType) { SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC"; })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {})); var SimplificationType = BABYLON.SimplificationType; var DecimationTriangle = (function () { function DecimationTriangle(vertices) { this.vertices = vertices; this.error = new Array(4); this.deleted = false; this.isDirty = false; this.deletePending = false; this.borderFactor = 0; } return DecimationTriangle; })(); BABYLON.DecimationTriangle = DecimationTriangle; var DecimationVertex = (function () { function DecimationVertex(position, id) { this.position = position; this.id = id; this.isBorder = true; this.q = new QuadraticMatrix(); this.triangleCount = 0; this.triangleStart = 0; this.originalOffsets = []; } DecimationVertex.prototype.updatePosition = function (newPosition) { this.position.copyFrom(newPosition); }; return DecimationVertex; })(); BABYLON.DecimationVertex = DecimationVertex; var QuadraticMatrix = (function () { function QuadraticMatrix(data) { this.data = new Array(10); for (var i = 0; i < 10; ++i) { if (data && data[i]) { this.data[i] = data[i]; } else { this.data[i] = 0; } } } QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) { var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] - this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33]; return det; }; QuadraticMatrix.prototype.addInPlace = function (matrix) { for (var i = 0; i < 10; ++i) { this.data[i] += matrix.data[i]; } }; QuadraticMatrix.prototype.addArrayInPlace = function (data) { for (var i = 0; i < 10; ++i) { this.data[i] += data[i]; } }; QuadraticMatrix.prototype.add = function (matrix) { var m = new QuadraticMatrix(); for (var i = 0; i < 10; ++i) { m.data[i] = this.data[i] + matrix.data[i]; } return m; }; QuadraticMatrix.FromData = function (a, b, c, d) { return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d)); }; //returning an array to avoid garbage collection QuadraticMatrix.DataFromNumbers = function (a, b, c, d) { return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d]; }; return QuadraticMatrix; })(); BABYLON.QuadraticMatrix = QuadraticMatrix; var Reference = (function () { function Reference(vertexId, triangleId) { this.vertexId = vertexId; this.triangleId = triangleId; } return Reference; })(); BABYLON.Reference = Reference; /** * An implementation of the Quadratic Error simplification algorithm. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS * @author RaananW */ var QuadraticErrorSimplification = (function () { function QuadraticErrorSimplification(_mesh) { this._mesh = _mesh; this.initialized = false; this.syncIterations = 5000; this.aggressiveness = 7; this.decimationIterations = 100; this.boundingBoxEpsilon = BABYLON.Engine.Epsilon; } QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) { var _this = this; this.initDecimatedMesh(); //iterating through the submeshes array, one after the other. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) { _this.initWithMesh(loop.index, function () { _this.runDecimation(settings, loop.index, function () { loop.executeNext(); }); }, settings.optimizeMesh); }, function () { setTimeout(function () { successCallback(_this._reconstructedMesh); }, 0); }); }; QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) { var _this = this; var gCount = 0; triangle.vertices.forEach(function (vertex) { var count = 0; var vPos = vertex.position; var bbox = _this._mesh.getBoundingInfo().boundingBox; if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon) ++count; if (bbox.maximum.y === vPos.y || vPos.y === bbox.minimum.y) ++count; if (bbox.maximum.z === vPos.z || vPos.z === bbox.minimum.z) ++count; if (count > 1) { ++gCount; } ; }); if (gCount > 1) { console.log(triangle, gCount); } return gCount > 1; }; QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) { var _this = this; var targetCount = ~~(this.triangles.length * settings.quality); var deletedTriangles = 0; var triangleCount = this.triangles.length; var iterationFunction = function (iteration, callback) { setTimeout(function () { if (iteration % 5 === 0) { _this.updateMesh(iteration === 0); } for (var i = 0; i < _this.triangles.length; ++i) { _this.triangles[i].isDirty = false; } var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness); var trianglesIterator = function (i) { var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length); var t = _this.triangles[tIdx]; if (!t) return; if (t.error[3] > threshold || t.deleted || t.isDirty) { return; } for (var j = 0; j < 3; ++j) { if (t.error[j] < threshold) { var deleted0 = []; var deleted1 = []; var v0 = t.vertices[j]; var v1 = t.vertices[(j + 1) % 3]; if (v0.isBorder !== v1.isBorder) continue; var p = BABYLON.Vector3.Zero(); var n = BABYLON.Vector3.Zero(); var uv = BABYLON.Vector2.Zero(); var color = new BABYLON.Color4(0, 0, 0, 1); _this.calculateError(v0, v1, p, n, uv, color); var delTr = []; if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) continue; if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) continue; if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) continue; var uniqueArray = []; delTr.forEach(function (deletedT) { if (uniqueArray.indexOf(deletedT) === -1) { deletedT.deletePending = true; uniqueArray.push(deletedT); } }); if (uniqueArray.length % 2 !== 0) { continue; } v0.q = v1.q.add(v0.q); v0.updatePosition(p); var tStart = _this.references.length; deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles); deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles); var tCount = _this.references.length - tStart; if (tCount <= v0.triangleCount) { if (tCount) { for (var c = 0; c < tCount; c++) { _this.references[v0.triangleStart + c] = _this.references[tStart + c]; } } } else { v0.triangleStart = tStart; } v0.triangleCount = tCount; break; } } }; BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); }); }, 0); }; BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) { if (triangleCount - deletedTriangles <= targetCount) loop.breakLoop(); else { iterationFunction(loop.index, function () { loop.executeNext(); }); } }, function () { setTimeout(function () { //reconstruct this part of the mesh _this.reconstructMesh(submeshIndex); successCallback(); }, 0); }); }; QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) { var _this = this; this.vertices = []; this.triangles = []; var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var indices = this._mesh.getIndices(); var submesh = this._mesh.subMeshes[submeshIndex]; var findInVertices = function (positionToSearch) { if (optimizeMesh) { for (var ii = 0; ii < _this.vertices.length; ++ii) { if (_this.vertices[ii].position.equals(positionToSearch)) { return _this.vertices[ii]; } } } return null; }; var vertexReferences = []; var vertexInit = function (i) { var offset = i + submesh.verticesStart; var position = BABYLON.Vector3.FromArray(positionData, offset * 3); var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length); vertex.originalOffsets.push(offset); if (vertex.id === _this.vertices.length) { _this.vertices.push(vertex); } vertexReferences.push(vertex.id); }; //var totalVertices = mesh.getTotalVertices(); var totalVertices = submesh.verticesCount; BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () { var indicesInit = function (i) { var offset = (submesh.indexStart / 3) + i; var pos = (offset * 3); var i0 = indices[pos + 0]; var i1 = indices[pos + 1]; var i2 = indices[pos + 2]; var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]]; var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]]; var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]]; var triangle = new DecimationTriangle([v0, v1, v2]); triangle.originalOffset = pos; _this.triangles.push(triangle); }; BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () { _this.init(callback); }); }); }; QuadraticErrorSimplification.prototype.init = function (callback) { var _this = this; var triangleInit1 = function (i) { var t = _this.triangles[i]; t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize(); for (var j = 0; j < 3; j++) { t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position)))); } }; BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () { var triangleInit2 = function (i) { var t = _this.triangles[i]; for (var j = 0; j < 3; ++j) { t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]); } t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]); }; BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () { _this.initialized = true; callback(); }); }); }; QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) { var newTriangles = []; var i; for (i = 0; i < this.vertices.length; ++i) { this.vertices[i].triangleCount = 0; } var t; var j; for (i = 0; i < this.triangles.length; ++i) { if (!this.triangles[i].deleted) { t = this.triangles[i]; for (j = 0; j < 3; ++j) { t.vertices[j].triangleCount = 1; } newTriangles.push(t); } } var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []); var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []); var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []); var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []); var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind); var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind); var vertexCount = 0; for (i = 0; i < this.vertices.length; ++i) { var vertex = this.vertices[i]; vertex.id = vertexCount; if (vertex.triangleCount) { vertex.originalOffsets.forEach(function (originalOffset) { newPositionData.push(vertex.position.x); newPositionData.push(vertex.position.y); newPositionData.push(vertex.position.z); newNormalData.push(normalData[originalOffset * 3]); newNormalData.push(normalData[(originalOffset * 3) + 1]); newNormalData.push(normalData[(originalOffset * 3) + 2]); if (uvs && uvs.length) { newUVsData.push(uvs[(originalOffset * 2)]); newUVsData.push(uvs[(originalOffset * 2) + 1]); } else if (colorsData && colorsData.length) { newColorsData.push(colorsData[(originalOffset * 4)]); newColorsData.push(colorsData[(originalOffset * 4) + 1]); newColorsData.push(colorsData[(originalOffset * 4) + 2]); newColorsData.push(colorsData[(originalOffset * 4) + 3]); } ++vertexCount; }); } } var startingIndex = this._reconstructedMesh.getTotalIndices(); var startingVertex = this._reconstructedMesh.getTotalVertices(); var submeshesArray = this._reconstructedMesh.subMeshes; this._reconstructedMesh.subMeshes = []; var newIndicesArray = this._reconstructedMesh.getIndices(); //[]; var originalIndices = this._mesh.getIndices(); for (i = 0; i < newTriangles.length; ++i) { t = newTriangles[i]; //now get the new referencing point for each vertex [0, 1, 2].forEach(function (idx) { var id = originalIndices[t.originalOffset + idx]; var offset = t.vertices[idx].originalOffsets.indexOf(id); if (offset < 0) offset = 0; newIndicesArray.push(t.vertices[idx].id + offset + startingVertex); }); } //overwriting the old vertex buffers and indices. this._reconstructedMesh.setIndices(newIndicesArray); this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData); this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData); if (newUVsData.length > 0) this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData); if (newColorsData.length > 0) this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData); //create submesh var originalSubmesh = this._mesh.subMeshes[submeshIndex]; if (submeshIndex > 0) { this._reconstructedMesh.subMeshes = []; submeshesArray.forEach(function (submesh) { new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh()); }); var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh); } }; QuadraticErrorSimplification.prototype.initDecimatedMesh = function () { this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene()); this._reconstructedMesh.material = this._mesh.material; this._reconstructedMesh.parent = this._mesh.parent; this._reconstructedMesh.isVisible = false; }; QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) { for (var i = 0; i < vertex1.triangleCount; ++i) { var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId]; if (t.deleted) continue; var s = this.references[vertex1.triangleStart + i].vertexId; var v1 = t.vertices[(s + 1) % 3]; var v2 = t.vertices[(s + 2) % 3]; if ((v1 === vertex2 || v2 === vertex2) /* && !this.isTriangleOnBoundingBox(t)*/) { deletedArray[i] = true; delTr.push(t); continue; } var d1 = v1.position.subtract(point); d1 = d1.normalize(); var d2 = v2.position.subtract(point); d2 = d2.normalize(); if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) return true; var normal = BABYLON.Vector3.Cross(d1, d2).normalize(); deletedArray[i] = false; if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) return true; } return false; }; QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) { var newDeleted = deletedTriangles; for (var i = 0; i < vertex.triangleCount; ++i) { var ref = this.references[vertex.triangleStart + i]; var t = this.triangles[ref.triangleId]; if (t.deleted) continue; if (deletedArray[i] && t.deletePending) { t.deleted = true; newDeleted++; continue; } t.vertices[ref.vertexId] = origVertex; t.isDirty = true; t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2); t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2); t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2); t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]); this.references.push(ref); } return newDeleted; }; QuadraticErrorSimplification.prototype.identifyBorder = function () { for (var i = 0; i < this.vertices.length; ++i) { var vCount = []; var vId = []; var v = this.vertices[i]; var j; for (j = 0; j < v.triangleCount; ++j) { var triangle = this.triangles[this.references[v.triangleStart + j].triangleId]; for (var ii = 0; ii < 3; ii++) { var ofs = 0; var vv = triangle.vertices[ii]; while (ofs < vCount.length) { if (vId[ofs] === vv.id) break; ++ofs; } if (ofs === vCount.length) { vCount.push(1); vId.push(vv.id); } else { vCount[ofs]++; } } } for (j = 0; j < vCount.length; ++j) { if (vCount[j] === 1) { this.vertices[vId[j]].isBorder = true; } else { this.vertices[vId[j]].isBorder = false; } } } }; QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) { if (identifyBorders === void 0) { identifyBorders = false; } var i; if (!identifyBorders) { var newTrianglesVector = []; for (i = 0; i < this.triangles.length; ++i) { if (!this.triangles[i].deleted) { newTrianglesVector.push(this.triangles[i]); } } this.triangles = newTrianglesVector; } for (i = 0; i < this.vertices.length; ++i) { this.vertices[i].triangleCount = 0; this.vertices[i].triangleStart = 0; } var t; var j; var v; for (i = 0; i < this.triangles.length; ++i) { t = this.triangles[i]; for (j = 0; j < 3; ++j) { v = t.vertices[j]; v.triangleCount++; } } var tStart = 0; for (i = 0; i < this.vertices.length; ++i) { this.vertices[i].triangleStart = tStart; tStart += this.vertices[i].triangleCount; this.vertices[i].triangleCount = 0; } var newReferences = new Array(this.triangles.length * 3); for (i = 0; i < this.triangles.length; ++i) { t = this.triangles[i]; for (j = 0; j < 3; ++j) { v = t.vertices[j]; newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i); v.triangleCount++; } } this.references = newReferences; if (identifyBorders) { this.identifyBorder(); } }; QuadraticErrorSimplification.prototype.vertexError = function (q, point) { var x = point.x; var y = point.y; var z = point.z; return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9]; }; QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) { var q = vertex1.q.add(vertex2.q); var border = vertex1.isBorder && vertex2.isBorder; var error = 0; var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7); if (qDet !== 0 && !border) { if (!pointResult) { pointResult = BABYLON.Vector3.Zero(); } pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8)); pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8)); pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8)); error = this.vertexError(q, pointResult); } else { var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2)); //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize(); var error1 = this.vertexError(q, vertex1.position); var error2 = this.vertexError(q, vertex2.position); var error3 = this.vertexError(q, p3); error = Math.min(error1, error2, error3); if (error === error1) { if (pointResult) { pointResult.copyFrom(vertex1.position); } } else if (error === error2) { if (pointResult) { pointResult.copyFrom(vertex2.position); } } else { if (pointResult) { pointResult.copyFrom(p3); } } } return error; }; return QuadraticErrorSimplification; })(); BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var serializeLight = function (light) { var serializationObject = {}; serializationObject.name = light.name; serializationObject.id = light.id; serializationObject.tags = BABYLON.Tags.GetTags(light); if (light instanceof BABYLON.PointLight) { serializationObject.type = 0; serializationObject.position = (light).position.asArray(); } else if (light instanceof BABYLON.DirectionalLight) { serializationObject.type = 1; var directionalLight = light; serializationObject.position = directionalLight.position.asArray(); serializationObject.direction = directionalLight.direction.asArray(); } else if (light instanceof BABYLON.SpotLight) { serializationObject.type = 2; var spotLight = light; serializationObject.position = spotLight.position.asArray(); serializationObject.direction = spotLight.position.asArray(); serializationObject.angle = spotLight.angle; serializationObject.exponent = spotLight.exponent; } else if (light instanceof BABYLON.HemisphericLight) { serializationObject.type = 3; var hemisphericLight = light; serializationObject.direction = hemisphericLight.direction.asArray(); serializationObject.groundColor = hemisphericLight.groundColor.asArray(); } if (light.intensity) { serializationObject.intensity = light.intensity; } serializationObject.range = light.range; serializationObject.diffuse = light.diffuse.asArray(); serializationObject.specular = light.specular.asArray(); return serializationObject; }; var serializeFresnelParameter = function (fresnelParameter) { var serializationObject = {}; serializationObject.isEnabled = fresnelParameter.isEnabled; serializationObject.leftColor = fresnelParameter.leftColor; serializationObject.rightColor = fresnelParameter.rightColor; serializationObject.bias = fresnelParameter.bias; serializationObject.power = fresnelParameter.power; return serializationObject; }; var serializeAnimation; var appendAnimations = function (source, destination) { if (source.animations) { destination.animations = []; for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) { var animation = source.animations[animationIndex]; destination.animations.push(serializeAnimation(animation)); } } }; var serializeCamera = function (camera) { var serializationObject = {}; serializationObject.name = camera.name; serializationObject.tags = BABYLON.Tags.GetTags(camera); serializationObject.id = camera.id; serializationObject.position = camera.position.asArray(); // Parent if (camera.parent) { serializationObject.parentId = camera.parent.id; } serializationObject.fov = camera.fov; serializationObject.minZ = camera.minZ; serializationObject.maxZ = camera.maxZ; serializationObject.inertia = camera.inertia; //setting the type if (camera instanceof BABYLON.FreeCamera) { serializationObject.type = "FreeCamera"; } else if (camera instanceof BABYLON.ArcRotateCamera) { serializationObject.type = "ArcRotateCamera"; } else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) { serializationObject.type = "AnaglyphArcRotateCamera"; } else if (camera instanceof BABYLON.GamepadCamera) { serializationObject.type = "GamepadCamera"; } else if (camera instanceof BABYLON.AnaglyphFreeCamera) { serializationObject.type = "AnaglyphFreeCamera"; } else if (camera instanceof BABYLON.DeviceOrientationCamera) { serializationObject.type = "DeviceOrientationCamera"; } else if (camera instanceof BABYLON.FollowCamera) { serializationObject.type = "FollowCamera"; } else if (camera instanceof BABYLON.TouchCamera) { serializationObject.type = "TouchCamera"; } else if (camera instanceof BABYLON.VirtualJoysticksCamera) { serializationObject.type = "VirtualJoysticksCamera"; } else if (camera instanceof BABYLON.WebVRFreeCamera) { serializationObject.type = "WebVRFreeCamera"; } else if (camera instanceof BABYLON.VRDeviceOrientationFreeCamera) { serializationObject.type = "VRDeviceOrientationFreeCamera"; } //special properties of specific cameras if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) { var arcCamera = camera; serializationObject.alpha = arcCamera.alpha; serializationObject.beta = arcCamera.beta; serializationObject.radius = arcCamera.radius; if (arcCamera.target && arcCamera.target.id) { serializationObject.lockedTargetId = arcCamera.target.id; } } else if (camera instanceof BABYLON.FollowCamera) { var followCam = camera; serializationObject.radius = followCam.radius; serializationObject.heightOffset = followCam.heightOffset; serializationObject.rotationOffset = followCam.rotationOffset; } else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) { //eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it. if (camera['_interaxialDistance'] !== undefined) { serializationObject.interaxial_distance = BABYLON.Tools.ToDegrees(camera['_interaxialDistance']); } } //general properties that not all cameras have. The [] is due to typescript's type safety if (camera['speed'] !== undefined) { serializationObject.speed = camera['speed']; } if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) { serializationObject.target = camera['target'].asArray(); } // Target if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) { serializationObject.rotation = camera['rotation'].asArray(); } // Locked target if (camera['lockedTarget'] && camera['lockedTarget'].id) { serializationObject.lockedTargetId = camera['lockedTarget'].id; } serializationObject.checkCollisions = camera['checkCollisions'] || false; serializationObject.applyGravity = camera['applyGravity'] || false; if (camera['ellipsoid']) { serializationObject.ellipsoid = camera['ellipsoid'].asArray(); } // Animations appendAnimations(camera, serializationObject); // Layer mask serializationObject.layerMask = camera.layerMask; return serializationObject; }; serializeAnimation = function (animation) { var serializationObject = {}; serializationObject.name = animation.name; serializationObject.property = animation.targetProperty; serializationObject.framePerSecond = animation.framePerSecond; serializationObject.dataType = animation.dataType; serializationObject.loopBehavior = animation.loopMode; var dataType = animation.dataType; serializationObject.keys = []; var keys = animation.getKeys(); for (var index = 0; index < keys.length; index++) { var animationKey = keys[index]; var key = {}; key.frame = animationKey.frame; switch (dataType) { case BABYLON.Animation.ANIMATIONTYPE_FLOAT: key.values = [animationKey.value]; break; case BABYLON.Animation.ANIMATIONTYPE_QUATERNION: case BABYLON.Animation.ANIMATIONTYPE_MATRIX: case BABYLON.Animation.ANIMATIONTYPE_VECTOR3: key.values = animationKey.value.asArray(); break; } serializationObject.keys.push(key); } return serializationObject; }; var serializeMultiMaterial = function (material) { var serializationObject = {}; serializationObject.name = material.name; serializationObject.id = material.id; serializationObject.tags = BABYLON.Tags.GetTags(material); serializationObject.materials = []; for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) { var subMat = material.subMaterials[matIndex]; if (subMat) { serializationObject.materials.push(subMat.id); } else { serializationObject.materials.push(null); } } return serializationObject; }; var serializeTexture; var serializeMaterial = function (material) { var serializationObject = {}; serializationObject.name = material.name; serializationObject.ambient = material.ambientColor.asArray(); serializationObject.diffuse = material.diffuseColor.asArray(); serializationObject.specular = material.specularColor.asArray(); serializationObject.specularPower = material.specularPower; serializationObject.emissive = material.emissiveColor.asArray(); serializationObject.useReflectionFresnelFromSpecular = serializationObject.useReflectionFresnelFromSpecular; serializationObject.useEmissiveAsIllumination = serializationObject.useEmissiveAsIllumination; serializationObject.alpha = material.alpha; serializationObject.id = material.id; serializationObject.tags = BABYLON.Tags.GetTags(material); serializationObject.backFaceCulling = material.backFaceCulling; if (material.diffuseTexture) { serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture); } if (material.diffuseFresnelParameters) { serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters); } if (material.ambientTexture) { serializationObject.ambientTexture = serializeTexture(material.ambientTexture); } if (material.opacityTexture) { serializationObject.opacityTexture = serializeTexture(material.opacityTexture); } if (material.opacityFresnelParameters) { serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters); } if (material.reflectionTexture) { serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture); } if (material.reflectionFresnelParameters) { serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters); } if (material.emissiveTexture) { serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture); } if (material.lightmapTexture) { serializationObject.lightmapTexture = serializeTexture(material.lightmapTexture); serializationObject.useLightmapAsShadowmap = material.useLightmapAsShadowmap; } if (material.emissiveFresnelParameters) { serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters); } if (material.specularTexture) { serializationObject.specularTexture = serializeTexture(material.specularTexture); } if (material.bumpTexture) { serializationObject.bumpTexture = serializeTexture(material.bumpTexture); } return serializationObject; }; serializeTexture = function (texture) { var serializationObject = {}; if (!texture.name) { return null; } if (texture instanceof BABYLON.CubeTexture) { serializationObject.name = texture.name; serializationObject.hasAlpha = texture.hasAlpha; serializationObject.isCube = true; serializationObject.level = texture.level; serializationObject.coordinatesMode = texture.coordinatesMode; return serializationObject; } var index; if (texture instanceof BABYLON.MirrorTexture) { var mirrorTexture = texture; serializationObject.renderTargetSize = mirrorTexture.getRenderSize(); serializationObject.renderList = []; for (index = 0; index < mirrorTexture.renderList.length; index++) { serializationObject.renderList.push(mirrorTexture.renderList[index].id); } serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray(); } else if (texture instanceof BABYLON.RenderTargetTexture) { var renderTargetTexture = texture; serializationObject.renderTargetSize = renderTargetTexture.getRenderSize(); serializationObject.renderList = []; for (index = 0; index < renderTargetTexture.renderList.length; index++) { serializationObject.renderList.push(renderTargetTexture.renderList[index].id); } } var regularTexture = texture; serializationObject.name = texture.name; serializationObject.hasAlpha = texture.hasAlpha; serializationObject.level = texture.level; serializationObject.coordinatesIndex = texture.coordinatesIndex; serializationObject.coordinatesMode = texture.coordinatesMode; serializationObject.uOffset = regularTexture.uOffset; serializationObject.vOffset = regularTexture.vOffset; serializationObject.uScale = regularTexture.uScale; serializationObject.vScale = regularTexture.vScale; serializationObject.uAng = regularTexture.uAng; serializationObject.vAng = regularTexture.vAng; serializationObject.wAng = regularTexture.wAng; serializationObject.wrapU = texture.wrapU; serializationObject.wrapV = texture.wrapV; // Animations appendAnimations(texture, serializationObject); return serializationObject; }; var serializeSkeleton = function (skeleton) { var serializationObject = {}; serializationObject.name = skeleton.name; serializationObject.id = skeleton.id; serializationObject.bones = []; for (var index = 0; index < skeleton.bones.length; index++) { var bone = skeleton.bones[index]; var serializedBone = { parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1, name: bone.name, matrix: bone.getLocalMatrix().toArray() }; serializationObject.bones.push(serializedBone); if (bone.animations && bone.animations.length > 0) { serializedBone.animation = serializeAnimation(bone.animations[0]); } } return serializationObject; }; var serializeParticleSystem = function (particleSystem) { var serializationObject = {}; serializationObject.emitterId = particleSystem.emitter.id; serializationObject.capacity = particleSystem.getCapacity(); if (particleSystem.particleTexture) { serializationObject.textureName = particleSystem.particleTexture.name; } serializationObject.minAngularSpeed = particleSystem.minAngularSpeed; serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed; serializationObject.minSize = particleSystem.minSize; serializationObject.maxSize = particleSystem.maxSize; serializationObject.minLifeTime = particleSystem.minLifeTime; serializationObject.maxLifeTime = particleSystem.maxLifeTime; serializationObject.emitRate = particleSystem.emitRate; serializationObject.minEmitBox = particleSystem.minEmitBox.asArray(); serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray(); serializationObject.gravity = particleSystem.gravity.asArray(); serializationObject.direction1 = particleSystem.direction1.asArray(); serializationObject.direction2 = particleSystem.direction2.asArray(); serializationObject.color1 = particleSystem.color1.asArray(); serializationObject.color2 = particleSystem.color2.asArray(); serializationObject.colorDead = particleSystem.colorDead.asArray(); serializationObject.updateSpeed = particleSystem.updateSpeed; serializationObject.targetStopDuration = particleSystem.targetStopDuration; serializationObject.textureMask = particleSystem.textureMask.asArray(); serializationObject.blendMode = particleSystem.blendMode; return serializationObject; }; var serializeLensFlareSystem = function (lensFlareSystem) { var serializationObject = {}; serializationObject.emitterId = lensFlareSystem.getEmitter().id; serializationObject.borderLimit = lensFlareSystem.borderLimit; serializationObject.flares = []; for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) { var flare = lensFlareSystem.lensFlares[index]; serializationObject.flares.push({ size: flare.size, position: flare.position, color: flare.color.asArray(), textureName: BABYLON.Tools.GetFilename(flare.texture.name) }); } return serializationObject; }; var serializeShadowGenerator = function (light) { var serializationObject = {}; var shadowGenerator = light.getShadowGenerator(); serializationObject.lightId = light.id; serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize(); serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap; serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling; serializationObject.renderList = []; for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) { var mesh = shadowGenerator.getShadowMap().renderList[meshIndex]; serializationObject.renderList.push(mesh.id); } return serializationObject; }; var serializedGeometries = []; var serializeVertexData; var serializeTorusKnot; var serializePlane; var serializeGround; var serializeTorus; var serializeCylinder; var serializeSphere; var serializeBox; var serializeGeometry = function (geometry, serializationGeometries) { if (serializedGeometries[geometry.id]) { return; } if (geometry instanceof BABYLON.Geometry.Primitives.Box) { serializationGeometries.boxes.push(serializeBox(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) { serializationGeometries.spheres.push(serializeSphere(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) { serializationGeometries.cylinders.push(serializeCylinder(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) { serializationGeometries.toruses.push(serializeTorus(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) { serializationGeometries.grounds.push(serializeGround(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) { serializationGeometries.planes.push(serializePlane(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) { serializationGeometries.torusKnots.push(serializeTorusKnot(geometry)); } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) { throw new Error("Unknown primitive type"); } else { serializationGeometries.vertexData.push(serializeVertexData(geometry)); } serializedGeometries[geometry.id] = true; }; var serializeGeometryBase = function (geometry) { var serializationObject = {}; serializationObject.id = geometry.id; if (BABYLON.Tags.HasTags(geometry)) { serializationObject.tags = BABYLON.Tags.GetTags(geometry); } return serializationObject; }; serializeVertexData = function (vertexData) { var serializationObject = serializeGeometryBase(vertexData); if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) { serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) { serializationObject.uvs3 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV3Kind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) { serializationObject.uvs4 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV4Kind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) { serializationObject.uvs5 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV5Kind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) { serializationObject.uvs6 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV6Kind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind); } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) { serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind); serializationObject.matricesIndices._isExpanded = true; } if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind); } serializationObject.indices = vertexData.getIndices(); return serializationObject; }; var serializePrimitive = function (primitive) { var serializationObject = serializeGeometryBase(primitive); serializationObject.canBeRegenerated = primitive.canBeRegenerated(); return serializationObject; }; serializeBox = function (box) { var serializationObject = serializePrimitive(box); serializationObject.size = box.size; return serializationObject; }; serializeSphere = function (sphere) { var serializationObject = serializePrimitive(sphere); serializationObject.segments = sphere.segments; serializationObject.diameter = sphere.diameter; return serializationObject; }; serializeCylinder = function (cylinder) { var serializationObject = serializePrimitive(cylinder); serializationObject.height = cylinder.height; serializationObject.diameterTop = cylinder.diameterTop; serializationObject.diameterBottom = cylinder.diameterBottom; serializationObject.tessellation = cylinder.tessellation; return serializationObject; }; serializeTorus = function (torus) { var serializationObject = serializePrimitive(torus); serializationObject.diameter = torus.diameter; serializationObject.thickness = torus.thickness; serializationObject.tessellation = torus.tessellation; return serializationObject; }; serializeGround = function (ground) { var serializationObject = serializePrimitive(ground); serializationObject.width = ground.width; serializationObject.height = ground.height; serializationObject.subdivisions = ground.subdivisions; return serializationObject; }; serializePlane = function (plane) { var serializationObject = serializePrimitive(plane); serializationObject.size = plane.size; return serializationObject; }; serializeTorusKnot = function (torusKnot) { var serializationObject = serializePrimitive(torusKnot); serializationObject.radius = torusKnot.radius; serializationObject.tube = torusKnot.tube; serializationObject.radialSegments = torusKnot.radialSegments; serializationObject.tubularSegments = torusKnot.tubularSegments; serializationObject.p = torusKnot.p; serializationObject.q = torusKnot.q; return serializationObject; }; var serializeMesh = function (mesh, serializationScene) { var serializationObject = {}; serializationObject.name = mesh.name; serializationObject.id = mesh.id; if (BABYLON.Tags.HasTags(mesh)) { serializationObject.tags = BABYLON.Tags.GetTags(mesh); } serializationObject.position = mesh.position.asArray(); if (mesh.rotationQuaternion) { serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); } else if (mesh.rotation) { serializationObject.rotation = mesh.rotation.asArray(); } serializationObject.scaling = mesh.scaling.asArray(); serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); serializationObject.isEnabled = mesh.isEnabled(); serializationObject.isVisible = mesh.isVisible; serializationObject.infiniteDistance = mesh.infiniteDistance; serializationObject.pickable = mesh.isPickable; serializationObject.receiveShadows = mesh.receiveShadows; serializationObject.billboardMode = mesh.billboardMode; serializationObject.visibility = mesh.visibility; serializationObject.checkCollisions = mesh.checkCollisions; // Parent if (mesh.parent) { serializationObject.parentId = mesh.parent.id; } // Geometry var geometry = mesh._geometry; if (geometry) { var geometryId = geometry.id; serializationObject.geometryId = geometryId; if (!mesh.getScene().getGeometryByID(geometryId)) { // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry serializeGeometry(geometry, serializationScene.geometries); } // SubMeshes serializationObject.subMeshes = []; for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; serializationObject.subMeshes.push({ materialIndex: subMesh.materialIndex, verticesStart: subMesh.verticesStart, verticesCount: subMesh.verticesCount, indexStart: subMesh.indexStart, indexCount: subMesh.indexCount }); } } // Material if (mesh.material) { serializationObject.materialId = mesh.material.id; } else { mesh.material = null; } // Skeleton if (mesh.skeleton) { serializationObject.skeletonId = mesh.skeleton.id; } // Physics if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) { serializationObject.physicsMass = mesh.getPhysicsMass(); serializationObject.physicsFriction = mesh.getPhysicsFriction(); serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); switch (mesh.getPhysicsImpostor()) { case BABYLON.PhysicsEngine.BoxImpostor: serializationObject.physicsImpostor = 1; break; case BABYLON.PhysicsEngine.SphereImpostor: serializationObject.physicsImpostor = 2; break; } } // Instances serializationObject.instances = []; for (var index = 0; index < mesh.instances.length; index++) { var instance = mesh.instances[index]; var serializationInstance = { name: instance.name, position: instance.position.asArray(), rotation: instance.rotation.asArray(), rotationQuaternion: instance.rotationQuaternion.asArray(), scaling: instance.scaling.asArray() }; serializationObject.instances.push(serializationInstance); // Animations appendAnimations(instance, serializationInstance); } // Animations appendAnimations(mesh, serializationObject); // Layer mask serializationObject.layerMask = mesh.layerMask; return serializationObject; }; var finalizeSingleMesh = function (mesh, serializationObject) { //only works if the mesh is already loaded if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) { //serialize material if (mesh.material) { if (mesh.material instanceof BABYLON.StandardMaterial) { serializationObject.materials = serializationObject.materials || []; if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) { serializationObject.materials.push(serializeMaterial(mesh.material)); } } else if (mesh.material instanceof BABYLON.MultiMaterial) { serializationObject.multiMaterials = serializationObject.multiMaterials || []; if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) { serializationObject.multiMaterials.push(serializeMultiMaterial(mesh.material)); } } } //serialize geometry var geometry = mesh._geometry; if (geometry) { if (!serializationObject.geometries) { serializationObject.geometries = {}; serializationObject.geometries.boxes = []; serializationObject.geometries.spheres = []; serializationObject.geometries.cylinders = []; serializationObject.geometries.toruses = []; serializationObject.geometries.grounds = []; serializationObject.geometries.planes = []; serializationObject.geometries.torusKnots = []; serializationObject.geometries.vertexData = []; } serializeGeometry(geometry, serializationObject.geometries); } // Skeletons if (mesh.skeleton) { serializationObject.skeletons = serializationObject.skeletons || []; serializationObject.skeletons.push(serializeSkeleton(mesh.skeleton)); } //serialize the actual mesh serializationObject.meshes = serializationObject.meshes || []; serializationObject.meshes.push(serializeMesh(mesh, serializationObject)); } }; var SceneSerializer = (function () { function SceneSerializer() { } SceneSerializer.Serialize = function (scene) { var serializationObject = {}; // Scene serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading; serializationObject.autoClear = scene.autoClear; serializationObject.clearColor = scene.clearColor.asArray(); serializationObject.ambientColor = scene.ambientColor.asArray(); serializationObject.gravity = scene.gravity.asArray(); serializationObject.collisionsEnabled = scene.collisionsEnabled; serializationObject.workerCollisions = scene.workerCollisions; // Fog if (scene.fogMode && scene.fogMode !== 0) { serializationObject.fogMode = scene.fogMode; serializationObject.fogColor = scene.fogColor.asArray(); serializationObject.fogStart = scene.fogStart; serializationObject.fogEnd = scene.fogEnd; serializationObject.fogDensity = scene.fogDensity; } //Physics if (scene.isPhysicsEnabled()) { serializationObject.physicsEnabled = true; serializationObject.physicsGravity = scene.getPhysicsEngine()._getGravity().asArray(); serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName(); } // Lights serializationObject.lights = []; var index; var light; for (index = 0; index < scene.lights.length; index++) { light = scene.lights[index]; serializationObject.lights.push(serializeLight(light)); } // Cameras serializationObject.cameras = []; for (index = 0; index < scene.cameras.length; index++) { var camera = scene.cameras[index]; serializationObject.cameras.push(serializeCamera(camera)); } if (scene.activeCamera) { serializationObject.activeCameraID = scene.activeCamera.id; } // Materials serializationObject.materials = []; serializationObject.multiMaterials = []; var material; for (index = 0; index < scene.materials.length; index++) { material = scene.materials[index]; serializationObject.materials.push(serializeMaterial(material)); } // MultiMaterials serializationObject.multiMaterials = []; for (index = 0; index < scene.multiMaterials.length; index++) { var multiMaterial = scene.multiMaterials[index]; serializationObject.multiMaterials.push(serializeMultiMaterial(multiMaterial)); } for (index = 0; index < scene.materials.length; index++) { material = scene.materials[index]; if (material instanceof BABYLON.StandardMaterial) { serializationObject.materials.push(serializeMaterial(material)); } else if (material instanceof BABYLON.MultiMaterial) { serializationObject.multiMaterials.push(serializeMultiMaterial(material)); } } // Skeletons serializationObject.skeletons = []; for (index = 0; index < scene.skeletons.length; index++) { serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index])); } // Geometries serializationObject.geometries = {}; serializationObject.geometries.boxes = []; serializationObject.geometries.spheres = []; serializationObject.geometries.cylinders = []; serializationObject.geometries.toruses = []; serializationObject.geometries.grounds = []; serializationObject.geometries.planes = []; serializationObject.geometries.torusKnots = []; serializationObject.geometries.vertexData = []; serializedGeometries = []; var geometries = scene.getGeometries(); for (index = 0; index < geometries.length; index++) { var geometry = geometries[index]; if (geometry.isReady()) { serializeGeometry(geometry, serializationObject.geometries); } } // Meshes serializationObject.meshes = []; for (index = 0; index < scene.meshes.length; index++) { var abstractMesh = scene.meshes[index]; if (abstractMesh instanceof BABYLON.Mesh) { var mesh = abstractMesh; if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) { serializationObject.meshes.push(serializeMesh(mesh, serializationObject)); } } } // Particles Systems serializationObject.particleSystems = []; for (index = 0; index < scene.particleSystems.length; index++) { serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index])); } // Lens flares serializationObject.lensFlareSystems = []; for (index = 0; index < scene.lensFlareSystems.length; index++) { serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index])); } // Shadows serializationObject.shadowGenerators = []; for (index = 0; index < scene.lights.length; index++) { light = scene.lights[index]; if (light.getShadowGenerator()) { serializationObject.shadowGenerators.push(serializeShadowGenerator(light)); } } return serializationObject; }; SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) { if (withParents === void 0) { withParents = false; } if (withChildren === void 0) { withChildren = false; } var serializationObject = {}; toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize]; if (withParents || withChildren) { //deliberate for loop! not for each, appended should be processed as well. for (var i = 0; i < toSerialize.length; ++i) { if (withChildren) { toSerialize[i].getDescendants().forEach(function (node) { if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) { toSerialize.push(node); } }); } //make sure the array doesn't contain the object already if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) { toSerialize.push(toSerialize[i].parent); } } } toSerialize.forEach(function (mesh) { finalizeSingleMesh(mesh, serializationObject); }); return serializationObject; }; return SceneSerializer; })(); BABYLON.SceneSerializer = SceneSerializer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // Unique ID when we import meshes from Babylon to CSG var currentCSGMeshId = 0; // # class Vertex // Represents a vertex of a polygon. Use your own vertex class instead of this // one to provide additional features like texture coordinates and vertex // colors. Custom vertex classes need to provide a `pos` property and `clone()`, // `flip()`, and `interpolate()` methods that behave analogous to the ones // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal` // is not used anywhere else. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes var Vertex = (function () { function Vertex(pos, normal, uv) { this.pos = pos; this.normal = normal; this.uv = uv; } Vertex.prototype.clone = function () { return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone()); }; // Invert all orientation-specific data (e.g. vertex normal). Called when the // orientation of a polygon is flipped. Vertex.prototype.flip = function () { this.normal = this.normal.scale(-1); }; // Create a new vertex between this vertex and `other` by linearly // interpolating all properties using a parameter of `t`. Subclasses should // override this to interpolate additional properties. Vertex.prototype.interpolate = function (other, t) { return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t)); }; return Vertex; })(); // # class Plane // Represents a plane in 3D space. var Plane = (function () { function Plane(normal, w) { this.normal = normal; this.w = w; } Plane.FromPoints = function (a, b, c) { var v0 = c.subtract(a); var v1 = b.subtract(a); if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) { return null; } var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1)); return new Plane(n, BABYLON.Vector3.Dot(n, a)); }; Plane.prototype.clone = function () { return new Plane(this.normal.clone(), this.w); }; Plane.prototype.flip = function () { this.normal.scaleInPlace(-1); this.w = -this.w; }; // Split `polygon` by this plane if needed, then put the polygon or polygon // fragments in the appropriate lists. Coplanar polygons go into either // `coplanarFront` or `coplanarBack` depending on their orientation with // respect to this plane. Polygons in front or in back of this plane go into // either `front` or `back`. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) { var COPLANAR = 0; var FRONT = 1; var BACK = 2; var SPANNING = 3; // Classify each point as well as the entire polygon into one of the above // four classes. var polygonType = 0; var types = []; var i; var t; for (i = 0; i < polygon.vertices.length; i++) { t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w; var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR; polygonType |= type; types.push(type); } // Put the polygon in the correct list, splitting it when necessary. switch (polygonType) { case COPLANAR: (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon); break; case FRONT: front.push(polygon); break; case BACK: back.push(polygon); break; case SPANNING: var f = [], b = []; for (i = 0; i < polygon.vertices.length; i++) { var j = (i + 1) % polygon.vertices.length; var ti = types[i], tj = types[j]; var vi = polygon.vertices[i], vj = polygon.vertices[j]; if (ti !== BACK) f.push(vi); if (ti !== FRONT) b.push(ti !== BACK ? vi.clone() : vi); if ((ti | tj) === SPANNING) { t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos)); var v = vi.interpolate(vj, t); f.push(v); b.push(v.clone()); } } var poly; if (f.length >= 3) { poly = new Polygon(f, polygon.shared); if (poly.plane) front.push(poly); } if (b.length >= 3) { poly = new Polygon(b, polygon.shared); if (poly.plane) back.push(poly); } break; } }; // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a // point is on the plane. Plane.EPSILON = 1e-5; return Plane; })(); // # class Polygon // Represents a convex polygon. The vertices used to initialize a polygon must // be coplanar and form a convex loop. // // Each convex polygon has a `shared` property, which is shared between all // polygons that are clones of each other or were split from the same polygon. // This can be used to define per-polygon properties (such as surface color). var Polygon = (function () { function Polygon(vertices, shared) { this.vertices = vertices; this.shared = shared; this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos); } Polygon.prototype.clone = function () { var vertices = this.vertices.map(function (v) { return v.clone(); }); return new Polygon(vertices, this.shared); }; Polygon.prototype.flip = function () { this.vertices.reverse().map(function (v) { v.flip(); }); this.plane.flip(); }; return Polygon; })(); // # class Node // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons // by picking a polygon to split along. That polygon (and all other coplanar // polygons) are added directly to that node and the other polygons are added to // the front and/or back subtrees. This is not a leafy BSP tree since there is // no distinction between internal and leaf nodes. var Node = (function () { function Node(polygons) { this.plane = null; this.front = null; this.back = null; this.polygons = []; if (polygons) { this.build(polygons); } } Node.prototype.clone = function () { var node = new Node(); node.plane = this.plane && this.plane.clone(); node.front = this.front && this.front.clone(); node.back = this.back && this.back.clone(); node.polygons = this.polygons.map(function (p) { return p.clone(); }); return node; }; // Convert solid space to empty space and empty space to solid space. Node.prototype.invert = function () { for (var i = 0; i < this.polygons.length; i++) { this.polygons[i].flip(); } if (this.plane) { this.plane.flip(); } if (this.front) { this.front.invert(); } if (this.back) { this.back.invert(); } var temp = this.front; this.front = this.back; this.back = temp; }; // Recursively remove all polygons in `polygons` that are inside this BSP // tree. Node.prototype.clipPolygons = function (polygons) { if (!this.plane) return polygons.slice(); var front = [], back = []; for (var i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], front, back, front, back); } if (this.front) { front = this.front.clipPolygons(front); } if (this.back) { back = this.back.clipPolygons(back); } else { back = []; } return front.concat(back); }; // Remove all polygons in this BSP tree that are inside the other BSP tree // `bsp`. Node.prototype.clipTo = function (bsp) { this.polygons = bsp.clipPolygons(this.polygons); if (this.front) this.front.clipTo(bsp); if (this.back) this.back.clipTo(bsp); }; // Return a list of all polygons in this BSP tree. Node.prototype.allPolygons = function () { var polygons = this.polygons.slice(); if (this.front) polygons = polygons.concat(this.front.allPolygons()); if (this.back) polygons = polygons.concat(this.back.allPolygons()); return polygons; }; // Build a BSP tree out of `polygons`. When called on an existing tree, the // new polygons are filtered down to the bottom of the tree and become new // nodes there. Each set of polygons is partitioned using the first polygon // (no heuristic is used to pick a good split). Node.prototype.build = function (polygons) { if (!polygons.length) return; if (!this.plane) this.plane = polygons[0].plane.clone(); var front = [], back = []; for (var i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back); } if (front.length) { if (!this.front) this.front = new Node(); this.front.build(front); } if (back.length) { if (!this.back) this.back = new Node(); this.back.build(back); } }; return Node; })(); var CSG = (function () { function CSG() { this.polygons = new Array(); } // Convert BABYLON.Mesh to BABYLON.CSG CSG.FromMesh = function (mesh) { var vertex, normal, uv, position, polygon, polygons = new Array(), vertices; var matrix, meshPosition, meshRotation, meshRotationQuaternion, meshScaling; if (mesh instanceof BABYLON.Mesh) { mesh.computeWorldMatrix(true); matrix = mesh.getWorldMatrix(); meshPosition = mesh.position.clone(); meshRotation = mesh.rotation.clone(); if (mesh.rotationQuaternion) { meshRotationQuaternion = mesh.rotationQuaternion.clone(); } meshScaling = mesh.scaling.clone(); } else { throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh'; } var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); var subMeshes = mesh.subMeshes; for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) { for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) { vertices = []; for (var j = 0; j < 3; j++) { var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]); uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]); var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]); position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix); normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix); vertex = new Vertex(position, normal, uv); vertices.push(vertex); } polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex }); // To handle the case of degenerated triangle // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated if (polygon.plane) polygons.push(polygon); } } var csg = CSG.FromPolygons(polygons); csg.matrix = matrix; csg.position = meshPosition; csg.rotation = meshRotation; csg.scaling = meshScaling; csg.rotationQuaternion = meshRotationQuaternion; currentCSGMeshId++; return csg; }; // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances. CSG.FromPolygons = function (polygons) { var csg = new CSG(); csg.polygons = polygons; return csg; }; CSG.prototype.clone = function () { var csg = new CSG(); csg.polygons = this.polygons.map(function (p) { return p.clone(); }); csg.copyTransformAttributes(this); return csg; }; CSG.prototype.toPolygons = function () { return this.polygons; }; CSG.prototype.union = function (csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this); }; CSG.prototype.unionInPlace = function (csg) { var a = new Node(this.polygons); var b = new Node(csg.polygons); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); this.polygons = a.allPolygons(); }; CSG.prototype.subtract = function (csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.invert(); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); a.invert(); return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this); }; CSG.prototype.subtractInPlace = function (csg) { var a = new Node(this.polygons); var b = new Node(csg.polygons); a.invert(); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); a.invert(); this.polygons = a.allPolygons(); }; CSG.prototype.intersect = function (csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.invert(); b.clipTo(a); b.invert(); a.clipTo(b); b.clipTo(a); a.build(b.allPolygons()); a.invert(); return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this); }; CSG.prototype.intersectInPlace = function (csg) { var a = new Node(this.polygons); var b = new Node(csg.polygons); a.invert(); b.clipTo(a); b.invert(); a.clipTo(b); b.clipTo(a); a.build(b.allPolygons()); a.invert(); this.polygons = a.allPolygons(); }; // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is // not modified. CSG.prototype.inverse = function () { var csg = this.clone(); csg.inverseInPlace(); return csg; }; CSG.prototype.inverseInPlace = function () { this.polygons.map(function (p) { p.flip(); }); }; // This is used to keep meshes transformations so they can be restored // when we build back a Babylon Mesh // NB : All CSG operations are performed in world coordinates CSG.prototype.copyTransformAttributes = function (csg) { this.matrix = csg.matrix; this.position = csg.position; this.rotation = csg.rotation; this.scaling = csg.scaling; this.rotationQuaternion = csg.rotationQuaternion; return this; }; // Build Raw mesh from CSG // Coordinates here are in world space CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) { var matrix = this.matrix.clone(); matrix.invert(); var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj; if (keepSubMeshes) { // Sort Polygons, since subMeshes are indices range polygons.sort(function (a, b) { if (a.shared.meshId === b.shared.meshId) { return a.shared.subMeshId - b.shared.subMeshId; } else { return a.shared.meshId - b.shared.meshId; } }); } for (var i = 0, il = polygons.length; i < il; i++) { polygon = polygons[i]; // Building SubMeshes if (!subMesh_dict[polygon.shared.meshId]) { subMesh_dict[polygon.shared.meshId] = {}; } if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) { subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = { indexStart: +Infinity, indexEnd: -Infinity, materialIndex: polygon.shared.materialIndex }; } subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]; for (var j = 2, jl = polygon.vertices.length; j < jl; j++) { polygonIndices[0] = 0; polygonIndices[1] = j - 1; polygonIndices[2] = j; for (var k = 0; k < 3; k++) { vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos); normal.copyFrom(polygon.vertices[polygonIndices[k]].normal); uv.copyFrom(polygon.vertices[polygonIndices[k]].uv); var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix); var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix); vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z]; // Check if 2 points can be merged if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === localNormal.x && normals[vertex_idx * 3 + 1] === localNormal.y && normals[vertex_idx * 3 + 2] === localNormal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) { vertices.push(localVertex.x, localVertex.y, localVertex.z); uvs.push(uv.x, uv.y); normals.push(normal.x, normal.y, normal.z); vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1; } indices.push(vertex_idx); subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart); subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd); currentIndex++; } } } mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices); mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals); mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs); mesh.setIndices(indices); if (keepSubMeshes) { // We offset the materialIndex by the previous number of materials in the CSG mixed meshes var materialIndexOffset = 0, materialMaxIndex; mesh.subMeshes = new Array(); for (var m in subMesh_dict) { materialMaxIndex = -1; for (var sm in subMesh_dict[m]) { subMesh_obj = subMesh_dict[m][sm]; BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh); materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex); } materialIndexOffset += ++materialMaxIndex; } } return mesh; }; // Build Mesh from CSG taking material and transforms into account CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) { var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes); mesh.material = material; mesh.position.copyFrom(this.position); mesh.rotation.copyFrom(this.rotation); if (this.rotationQuaternion) { mesh.rotationQuaternion = this.rotationQuaternion.clone(); } mesh.scaling.copyFrom(this.scaling); mesh.computeWorldMatrix(true); return mesh; }; return CSG; })(); BABYLON.CSG = CSG; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VRDistortionCorrectionPostProcess = (function (_super) { __extends(VRDistortionCorrectionPostProcess, _super); //ANY function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) { var _this = this; _super.call(this, name, "vrDistortionCorrection", [ 'LensCenter', 'Scale', 'ScaleIn', 'HmdWarpParam' ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null); this._isRightEye = isRightEye; this._distortionFactors = vrMetrics.distortionK; this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor; this._lensCenterOffset = vrMetrics.lensCenterOffset; this.onSizeChanged = function () { _this.aspectRatio = _this.width * .5 / _this.height; _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio); _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio); _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5); }; this.onApply = function (effect) { effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y); effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y); effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y); effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]); }; } return VRDistortionCorrectionPostProcess; })(BABYLON.PostProcess); BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess; })(BABYLON || (BABYLON = {})); // Mainly based on these 2 articles : // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/ var BABYLON; (function (BABYLON) { (function (JoystickAxis) { JoystickAxis[JoystickAxis["X"] = 0] = "X"; JoystickAxis[JoystickAxis["Y"] = 1] = "Y"; JoystickAxis[JoystickAxis["Z"] = 2] = "Z"; })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {})); var JoystickAxis = BABYLON.JoystickAxis; var VirtualJoystick = (function () { function VirtualJoystick(leftJoystick) { var _this = this; if (leftJoystick) { this._leftJoystick = true; } else { this._leftJoystick = false; } this._joystickIndex = VirtualJoystick._globalJoystickIndex; VirtualJoystick._globalJoystickIndex++; // By default left & right arrow keys are moving the X // and up & down keys are moving the Y this._axisTargetedByLeftAndRight = JoystickAxis.X; this._axisTargetedByUpAndDown = JoystickAxis.Y; this.reverseLeftRight = false; this.reverseUpDown = false; // collections of pointers this._touches = new BABYLON.SmartCollection(); this.deltaPosition = BABYLON.Vector3.Zero(); this._joystickSensibility = 25; this._inversedSensibility = 1 / (this._joystickSensibility / 1000); this._rotationSpeed = 25; this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000); this._rotateOnAxisRelativeToMesh = false; this._onResize = function (evt) { VirtualJoystick.vjCanvasWidth = window.innerWidth; VirtualJoystick.vjCanvasHeight = window.innerHeight; VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth; VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight; VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2; VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2; }; // injecting a canvas element on top of the canvas 3D game if (!VirtualJoystick.vjCanvas) { window.addEventListener("resize", this._onResize, false); VirtualJoystick.vjCanvas = document.createElement("canvas"); VirtualJoystick.vjCanvasWidth = window.innerWidth; VirtualJoystick.vjCanvasHeight = window.innerHeight; VirtualJoystick.vjCanvas.width = window.innerWidth; VirtualJoystick.vjCanvas.height = window.innerHeight; VirtualJoystick.vjCanvas.style.width = "100%"; VirtualJoystick.vjCanvas.style.height = "100%"; VirtualJoystick.vjCanvas.style.position = "absolute"; VirtualJoystick.vjCanvas.style.backgroundColor = "transparent"; VirtualJoystick.vjCanvas.style.top = "0px"; VirtualJoystick.vjCanvas.style.left = "0px"; VirtualJoystick.vjCanvas.style.zIndex = "5"; VirtualJoystick.vjCanvas.style.msTouchAction = "none"; // Support for jQuery PEP polyfill VirtualJoystick.vjCanvas.setAttribute("touch-action", "none"); VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d'); VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff"; VirtualJoystick.vjCanvasContext.lineWidth = 2; document.body.appendChild(VirtualJoystick.vjCanvas); } VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2; VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2; this.pressed = false; // default joystick color this._joystickColor = "cyan"; this._joystickPointerID = -1; // current joystick position this._joystickPointerPos = new BABYLON.Vector2(0, 0); this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0); // origin joystick position this._joystickPointerStartPos = new BABYLON.Vector2(0, 0); this._deltaJoystickVector = new BABYLON.Vector2(0, 0); this._onPointerDownHandlerRef = function (evt) { _this._onPointerDown(evt); }; this._onPointerMoveHandlerRef = function (evt) { _this._onPointerMove(evt); }; this._onPointerOutHandlerRef = function (evt) { _this._onPointerUp(evt); }; this._onPointerUpHandlerRef = function (evt) { _this._onPointerUp(evt); }; VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false); VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false); VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false); VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false); VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) { evt.preventDefault(); // Disables system menu }, false); requestAnimationFrame(function () { _this._drawVirtualJoystick(); }); } VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) { this._joystickSensibility = newJoystickSensibility; this._inversedSensibility = 1 / (this._joystickSensibility / 1000); }; VirtualJoystick.prototype._onPointerDown = function (e) { var positionOnScreenCondition; e.preventDefault(); if (this._leftJoystick === true) { positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth); } else { positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth); } if (positionOnScreenCondition && this._joystickPointerID < 0) { // First contact will be dedicated to the virtual joystick this._joystickPointerID = e.pointerId; this._joystickPointerStartPos.x = e.clientX; this._joystickPointerStartPos.y = e.clientY; this._joystickPointerPos = this._joystickPointerStartPos.clone(); this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone(); this._deltaJoystickVector.x = 0; this._deltaJoystickVector.y = 0; this.pressed = true; this._touches.add(e.pointerId.toString(), e); } else { // You can only trigger the action buttons with a joystick declared if (VirtualJoystick._globalJoystickIndex < 2 && this._action) { this._action(); this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY }); } } }; VirtualJoystick.prototype._onPointerMove = function (e) { // If the current pointer is the one associated to the joystick (first touch contact) if (this._joystickPointerID == e.pointerId) { this._joystickPointerPos.x = e.clientX; this._joystickPointerPos.y = e.clientY; this._deltaJoystickVector = this._joystickPointerPos.clone(); this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos); var directionLeftRight = this.reverseLeftRight ? -1 : 1; var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility; switch (this._axisTargetedByLeftAndRight) { case JoystickAxis.X: this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX)); break; case JoystickAxis.Y: this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX)); break; case JoystickAxis.Z: this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX)); break; } var directionUpDown = this.reverseUpDown ? 1 : -1; var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility; switch (this._axisTargetedByUpAndDown) { case JoystickAxis.X: this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY)); break; case JoystickAxis.Y: this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY)); break; case JoystickAxis.Z: this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY)); break; } } else { if (this._touches.item(e.pointerId.toString())) { this._touches.item(e.pointerId.toString()).x = e.clientX; this._touches.item(e.pointerId.toString()).y = e.clientY; } } }; VirtualJoystick.prototype._onPointerUp = function (e) { if (this._joystickPointerID == e.pointerId) { VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 63, this._joystickPointerStartPos.y - 63, 126, 126); VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 41, this._joystickPreviousPointerPos.y - 41, 82, 82); this._joystickPointerID = -1; this.pressed = false; } else { var touch = this._touches.item(e.pointerId.toString()); if (touch) { VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86); } } this._deltaJoystickVector.x = 0; this._deltaJoystickVector.y = 0; this._touches.remove(e.pointerId.toString()); }; /** * Change the color of the virtual joystick * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000") */ VirtualJoystick.prototype.setJoystickColor = function (newColor) { this._joystickColor = newColor; }; VirtualJoystick.prototype.setActionOnTouch = function (action) { this._action = action; }; // Define which axis you'd like to control for left & right VirtualJoystick.prototype.setAxisForLeftRight = function (axis) { switch (axis) { case JoystickAxis.X: case JoystickAxis.Y: case JoystickAxis.Z: this._axisTargetedByLeftAndRight = axis; break; default: this._axisTargetedByLeftAndRight = JoystickAxis.X; break; } }; // Define which axis you'd like to control for up & down VirtualJoystick.prototype.setAxisForUpDown = function (axis) { switch (axis) { case JoystickAxis.X: case JoystickAxis.Y: case JoystickAxis.Z: this._axisTargetedByUpAndDown = axis; break; default: this._axisTargetedByUpAndDown = JoystickAxis.Y; break; } }; VirtualJoystick.prototype._clearCanvas = function () { if (this._leftJoystick) { VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight); } else { VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight); } }; VirtualJoystick.prototype._drawVirtualJoystick = function () { var _this = this; if (this.pressed) { this._touches.forEach(function (touch) { if (touch.pointerId === _this._joystickPointerID) { VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 63, _this._joystickPointerStartPos.y - 63, 126, 126); VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 41, _this._joystickPreviousPointerPos.y - 41, 82, 82); VirtualJoystick.vjCanvasContext.beginPath(); VirtualJoystick.vjCanvasContext.lineWidth = 6; VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor; VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true); VirtualJoystick.vjCanvasContext.stroke(); VirtualJoystick.vjCanvasContext.closePath(); VirtualJoystick.vjCanvasContext.beginPath(); VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor; VirtualJoystick.vjCanvasContext.lineWidth = 2; VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true); VirtualJoystick.vjCanvasContext.stroke(); VirtualJoystick.vjCanvasContext.closePath(); VirtualJoystick.vjCanvasContext.beginPath(); VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor; VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true); VirtualJoystick.vjCanvasContext.stroke(); VirtualJoystick.vjCanvasContext.closePath(); _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone(); } else { VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86); VirtualJoystick.vjCanvasContext.beginPath(); VirtualJoystick.vjCanvasContext.fillStyle = "white"; VirtualJoystick.vjCanvasContext.beginPath(); VirtualJoystick.vjCanvasContext.strokeStyle = "red"; VirtualJoystick.vjCanvasContext.lineWidth = 6; VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true); VirtualJoystick.vjCanvasContext.stroke(); VirtualJoystick.vjCanvasContext.closePath(); touch.prevX = touch.x; touch.prevY = touch.y; } ; }); } requestAnimationFrame(function () { _this._drawVirtualJoystick(); }); }; VirtualJoystick.prototype.releaseCanvas = function () { if (VirtualJoystick.vjCanvas) { VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef); VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef); VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef); VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef); window.removeEventListener("resize", this._onResize); document.body.removeChild(VirtualJoystick.vjCanvas); VirtualJoystick.vjCanvas = null; } }; // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas VirtualJoystick._globalJoystickIndex = 0; return VirtualJoystick; })(); BABYLON.VirtualJoystick = VirtualJoystick; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // We're mainly based on the logic defined into the FreeCamera code var VirtualJoysticksCamera = (function (_super) { __extends(VirtualJoysticksCamera, _super); function VirtualJoysticksCamera(name, position, scene) { _super.call(this, name, position, scene); this._leftjoystick = new BABYLON.VirtualJoystick(true); this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z); this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X); this._leftjoystick.setJoystickSensibility(0.15); this._rightjoystick = new BABYLON.VirtualJoystick(false); this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X); this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y); this._rightjoystick.reverseUpDown = true; this._rightjoystick.setJoystickSensibility(0.05); this._rightjoystick.setJoystickColor("yellow"); } VirtualJoysticksCamera.prototype.getLeftJoystick = function () { return this._leftjoystick; }; VirtualJoysticksCamera.prototype.getRightJoystick = function () { return this._rightjoystick; }; VirtualJoysticksCamera.prototype._checkInputs = function () { var speed = this._computeLocalCameraSpeed() * 50; var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0); var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform); this.cameraDirection = this.cameraDirection.add(deltaTransform); this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition); if (!this._leftjoystick.pressed) { this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9); } if (!this._rightjoystick.pressed) { this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9); } _super.prototype._checkInputs.call(this); }; VirtualJoysticksCamera.prototype.dispose = function () { this._leftjoystick.releaseCanvas(); _super.prototype.dispose.call(this); }; return VirtualJoysticksCamera; })(BABYLON.FreeCamera); BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var AnaglyphPostProcess = (function (_super) { __extends(AnaglyphPostProcess, _super); function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) { _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable); } return AnaglyphPostProcess; })(BABYLON.PostProcess); BABYLON.AnaglyphPostProcess = AnaglyphPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var OutlineRenderer = (function () { function OutlineRenderer(scene) { this._scene = scene; } OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) { var _this = this; if (useOverlay === void 0) { useOverlay = false; } var scene = this._scene; var engine = this._scene.getEngine(); var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined); if (!this.isReady(subMesh, hardwareInstancedRendering)) { return; } var mesh = subMesh.getRenderingMesh(); var material = subMesh.getMaterial(); engine.enableEffect(this._effect); this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth); this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode); // Alpha test if (material && material.needAlphaTesting()) { var alphaTexture = material.getAlphaTestTexture(); this._effect.setTexture("diffuseSampler", alphaTexture); this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); }); }; OutlineRenderer.prototype.isReady = function (subMesh, useInstances) { var defines = []; var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind]; var mesh = subMesh.getMesh(); var material = subMesh.getMaterial(); // Alpha test if (material && material.needAlphaTesting()) { defines.push("#define ALPHATEST"); if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { attribs.push(BABYLON.VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { attribs.push(BABYLON.VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); if (mesh.numBoneInfluencers > 4) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind); } defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); } else { defines.push("#define NUM_BONE_INFLUENCERS 0"); } // Instances if (useInstances) { defines.push("#define INSTANCES"); attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join); } return this._effect.isReady(); }; return OutlineRenderer; })(); BABYLON.OutlineRenderer = OutlineRenderer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var MeshAssetTask = (function () { function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) { this.name = name; this.meshesNames = meshesNames; this.rootUrl = rootUrl; this.sceneFilename = sceneFilename; this.isCompleted = false; } MeshAssetTask.prototype.run = function (scene, onSuccess, onError) { var _this = this; BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) { _this.loadedMeshes = meshes; _this.loadedParticleSystems = particleSystems; _this.loadedSkeletons = skeletons; _this.isCompleted = true; if (_this.onSuccess) { _this.onSuccess(_this); } onSuccess(); }, null, function () { if (_this.onError) { _this.onError(_this); } onError(); }); }; return MeshAssetTask; })(); BABYLON.MeshAssetTask = MeshAssetTask; var TextFileAssetTask = (function () { function TextFileAssetTask(name, url) { this.name = name; this.url = url; this.isCompleted = false; } TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) { var _this = this; BABYLON.Tools.LoadFile(this.url, function (data) { _this.text = data; _this.isCompleted = true; if (_this.onSuccess) { _this.onSuccess(_this); } onSuccess(); }, null, scene.database, false, function () { if (_this.onError) { _this.onError(_this); } onError(); }); }; return TextFileAssetTask; })(); BABYLON.TextFileAssetTask = TextFileAssetTask; var BinaryFileAssetTask = (function () { function BinaryFileAssetTask(name, url) { this.name = name; this.url = url; this.isCompleted = false; } BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) { var _this = this; BABYLON.Tools.LoadFile(this.url, function (data) { _this.data = data; _this.isCompleted = true; if (_this.onSuccess) { _this.onSuccess(_this); } onSuccess(); }, null, scene.database, true, function () { if (_this.onError) { _this.onError(_this); } onError(); }); }; return BinaryFileAssetTask; })(); BABYLON.BinaryFileAssetTask = BinaryFileAssetTask; var ImageAssetTask = (function () { function ImageAssetTask(name, url) { this.name = name; this.url = url; this.isCompleted = false; } ImageAssetTask.prototype.run = function (scene, onSuccess, onError) { var _this = this; var img = new Image(); img.onload = function () { _this.image = img; _this.isCompleted = true; if (_this.onSuccess) { _this.onSuccess(_this); } onSuccess(); }; img.onerror = function () { if (_this.onError) { _this.onError(_this); } onError(); }; img.src = this.url; }; return ImageAssetTask; })(); BABYLON.ImageAssetTask = ImageAssetTask; var TextureAssetTask = (function () { function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } this.name = name; this.url = url; this.noMipmap = noMipmap; this.invertY = invertY; this.samplingMode = samplingMode; this.isCompleted = false; } TextureAssetTask.prototype.run = function (scene, onSuccess, onError) { var _this = this; var onload = function () { _this.isCompleted = true; if (_this.onSuccess) { _this.onSuccess(_this); } onSuccess(); }; var onerror = function () { if (_this.onError) { _this.onError(_this); } onError(); }; this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError); }; return TextureAssetTask; })(); BABYLON.TextureAssetTask = TextureAssetTask; var AssetsManager = (function () { function AssetsManager(scene) { this._tasks = new Array(); this._waitingTasksCount = 0; this.useDefaultLoadingScreen = true; this._scene = scene; } AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) { var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename); this._tasks.push(task); return task; }; AssetsManager.prototype.addTextFileTask = function (taskName, url) { var task = new TextFileAssetTask(taskName, url); this._tasks.push(task); return task; }; AssetsManager.prototype.addBinaryFileTask = function (taskName, url) { var task = new BinaryFileAssetTask(taskName, url); this._tasks.push(task); return task; }; AssetsManager.prototype.addImageTask = function (taskName, url) { var task = new ImageAssetTask(taskName, url); this._tasks.push(task); return task; }; AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode); this._tasks.push(task); return task; }; AssetsManager.prototype._decreaseWaitingTasksCount = function () { this._waitingTasksCount--; if (this._waitingTasksCount === 0) { if (this.onFinish) { this.onFinish(this._tasks); } this._scene.getEngine().hideLoadingUI(); } }; AssetsManager.prototype._runTask = function (task) { var _this = this; task.run(this._scene, function () { if (_this.onTaskSuccess) { _this.onTaskSuccess(task); } _this._decreaseWaitingTasksCount(); }, function () { if (_this.onTaskError) { _this.onTaskError(task); } _this._decreaseWaitingTasksCount(); }); }; AssetsManager.prototype.reset = function () { this._tasks = new Array(); return this; }; AssetsManager.prototype.load = function () { this._waitingTasksCount = this._tasks.length; if (this._waitingTasksCount === 0) { if (this.onFinish) { this.onFinish(this._tasks); } return this; } if (this.useDefaultLoadingScreen) { this._scene.getEngine().displayLoadingUI(); } for (var index = 0; index < this._tasks.length; index++) { var task = this._tasks[index]; this._runTask(task); } return this; }; return AssetsManager; })(); BABYLON.AssetsManager = AssetsManager; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var VRDeviceOrientationFreeCamera = (function (_super) { __extends(VRDeviceOrientationFreeCamera, _super); function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion) { if (compensateDistortion === void 0) { compensateDistortion = true; } _super.call(this, name, position, scene); this._alpha = 0; this._beta = 0; this._gamma = 0; var metrics = BABYLON.VRCameraMetrics.GetDefault(); metrics.compensateDistortion = compensateDistortion; this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: metrics }); this._deviceOrientationHandler = this._onOrientationEvent.bind(this); } VRDeviceOrientationFreeCamera.prototype._onOrientationEvent = function (evt) { this._alpha = +evt.alpha | 0; this._beta = +evt.beta | 0; this._gamma = +evt.gamma | 0; if (this._gamma < 0) { this._gamma = 90 + this._gamma; } else { // Incline it in the correct angle. this._gamma = 270 - this._gamma; } this.rotation.x = this._gamma / 180.0 * Math.PI; this.rotation.y = -this._alpha / 180.0 * Math.PI; this.rotation.z = this._beta / 180.0 * Math.PI; }; VRDeviceOrientationFreeCamera.prototype.attachControl = function (element, noPreventDefault) { _super.prototype.attachControl.call(this, element, noPreventDefault); window.addEventListener("deviceorientation", this._deviceOrientationHandler); }; VRDeviceOrientationFreeCamera.prototype.detachControl = function (element) { _super.prototype.detachControl.call(this, element); window.removeEventListener("deviceorientation", this._deviceOrientationHandler); }; return VRDeviceOrientationFreeCamera; })(BABYLON.FreeCamera); BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var WebVRFreeCamera = (function (_super) { __extends(WebVRFreeCamera, _super); function WebVRFreeCamera(name, position, scene, compensateDistortion) { if (compensateDistortion === void 0) { compensateDistortion = true; } _super.call(this, name, position, scene); this._hmdDevice = null; this._sensorDevice = null; this._cacheState = null; this._cacheQuaternion = new BABYLON.Quaternion(); this._cacheRotation = BABYLON.Vector3.Zero(); this._vrEnabled = false; var metrics = BABYLON.VRCameraMetrics.GetDefault(); metrics.compensateDistortion = compensateDistortion; this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: metrics }); this._getWebVRDevices = this._getWebVRDevices.bind(this); } WebVRFreeCamera.prototype._getWebVRDevices = function (devices) { var size = devices.length; var i = 0; // Reset devices. this._sensorDevice = null; this._hmdDevice = null; // Search for a HmdDevice. while (i < size && this._hmdDevice === null) { if (devices[i] instanceof HMDVRDevice) { this._hmdDevice = devices[i]; } i++; } i = 0; while (i < size && this._sensorDevice === null) { if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) { this._sensorDevice = devices[i]; } i++; } this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false; }; WebVRFreeCamera.prototype._checkInputs = function () { if (this._vrEnabled) { this._cacheState = this._sensorDevice.getState(); this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w); this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation); this.rotation.x = -this._cacheRotation.z; this.rotation.y = -this._cacheRotation.y; this.rotation.z = this._cacheRotation.x; } _super.prototype._checkInputs.call(this); }; WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) { _super.prototype.attachControl.call(this, element, noPreventDefault); if (navigator.getVRDevices) { navigator.getVRDevices().then(this._getWebVRDevices); } else if (navigator.mozGetVRDevices) { navigator.mozGetVRDevices(this._getWebVRDevices); } }; WebVRFreeCamera.prototype.detachControl = function (element) { _super.prototype.detachControl.call(this, element); this._vrEnabled = false; }; return WebVRFreeCamera; })(BABYLON.FreeCamera); BABYLON.WebVRFreeCamera = WebVRFreeCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // Standard optimizations var SceneOptimization = (function () { function SceneOptimization(priority) { if (priority === void 0) { priority = 0; } this.priority = priority; this.apply = function (scene) { return true; // Return true if everything that can be done was applied }; } return SceneOptimization; })(); BABYLON.SceneOptimization = SceneOptimization; var TextureOptimization = (function (_super) { __extends(TextureOptimization, _super); function TextureOptimization(priority, maximumSize) { var _this = this; if (priority === void 0) { priority = 0; } if (maximumSize === void 0) { maximumSize = 1024; } _super.call(this, priority); this.priority = priority; this.maximumSize = maximumSize; this.apply = function (scene) { var allDone = true; for (var index = 0; index < scene.textures.length; index++) { var texture = scene.textures[index]; if (!texture.canRescale) { continue; } var currentSize = texture.getSize(); var maxDimension = Math.max(currentSize.width, currentSize.height); if (maxDimension > _this.maximumSize) { texture.scale(0.5); allDone = false; } } return allDone; }; } return TextureOptimization; })(SceneOptimization); BABYLON.TextureOptimization = TextureOptimization; var HardwareScalingOptimization = (function (_super) { __extends(HardwareScalingOptimization, _super); function HardwareScalingOptimization(priority, maximumScale) { var _this = this; if (priority === void 0) { priority = 0; } if (maximumScale === void 0) { maximumScale = 2; } _super.call(this, priority); this.priority = priority; this.maximumScale = maximumScale; this._currentScale = 1; this.apply = function (scene) { _this._currentScale++; scene.getEngine().setHardwareScalingLevel(_this._currentScale); return _this._currentScale >= _this.maximumScale; }; } return HardwareScalingOptimization; })(SceneOptimization); BABYLON.HardwareScalingOptimization = HardwareScalingOptimization; var ShadowsOptimization = (function (_super) { __extends(ShadowsOptimization, _super); function ShadowsOptimization() { _super.apply(this, arguments); this.apply = function (scene) { scene.shadowsEnabled = false; return true; }; } return ShadowsOptimization; })(SceneOptimization); BABYLON.ShadowsOptimization = ShadowsOptimization; var PostProcessesOptimization = (function (_super) { __extends(PostProcessesOptimization, _super); function PostProcessesOptimization() { _super.apply(this, arguments); this.apply = function (scene) { scene.postProcessesEnabled = false; return true; }; } return PostProcessesOptimization; })(SceneOptimization); BABYLON.PostProcessesOptimization = PostProcessesOptimization; var LensFlaresOptimization = (function (_super) { __extends(LensFlaresOptimization, _super); function LensFlaresOptimization() { _super.apply(this, arguments); this.apply = function (scene) { scene.lensFlaresEnabled = false; return true; }; } return LensFlaresOptimization; })(SceneOptimization); BABYLON.LensFlaresOptimization = LensFlaresOptimization; var ParticlesOptimization = (function (_super) { __extends(ParticlesOptimization, _super); function ParticlesOptimization() { _super.apply(this, arguments); this.apply = function (scene) { scene.particlesEnabled = false; return true; }; } return ParticlesOptimization; })(SceneOptimization); BABYLON.ParticlesOptimization = ParticlesOptimization; var RenderTargetsOptimization = (function (_super) { __extends(RenderTargetsOptimization, _super); function RenderTargetsOptimization() { _super.apply(this, arguments); this.apply = function (scene) { scene.renderTargetsEnabled = false; return true; }; } return RenderTargetsOptimization; })(SceneOptimization); BABYLON.RenderTargetsOptimization = RenderTargetsOptimization; var MergeMeshesOptimization = (function (_super) { __extends(MergeMeshesOptimization, _super); function MergeMeshesOptimization() { var _this = this; _super.apply(this, arguments); this._canBeMerged = function (abstractMesh) { if (!(abstractMesh instanceof BABYLON.Mesh)) { return false; } var mesh = abstractMesh; if (!mesh.isVisible || !mesh.isEnabled()) { return false; } if (mesh.instances.length > 0) { return false; } if (mesh.skeleton || mesh.hasLODLevels) { return false; } if (mesh.parent) { return false; } return true; }; this.apply = function (scene, updateSelectionTree) { var globalPool = scene.meshes.slice(0); var globalLength = globalPool.length; for (var index = 0; index < globalLength; index++) { var currentPool = new Array(); var current = globalPool[index]; // Checks if (!_this._canBeMerged(current)) { continue; } currentPool.push(current); // Find compatible meshes for (var subIndex = index + 1; subIndex < globalLength; subIndex++) { var otherMesh = globalPool[subIndex]; if (!_this._canBeMerged(otherMesh)) { continue; } if (otherMesh.material !== current.material) { continue; } if (otherMesh.checkCollisions !== current.checkCollisions) { continue; } currentPool.push(otherMesh); globalLength--; globalPool.splice(subIndex, 1); subIndex--; } if (currentPool.length < 2) { continue; } // Merge meshes BABYLON.Mesh.MergeMeshes(currentPool); } if (updateSelectionTree != undefined) { if (updateSelectionTree) { scene.createOrUpdateSelectionOctree(); } } else if (MergeMeshesOptimization.UpdateSelectionTree) { scene.createOrUpdateSelectionOctree(); } return true; }; } Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", { get: function () { return MergeMeshesOptimization._UpdateSelectionTree; }, set: function (value) { MergeMeshesOptimization._UpdateSelectionTree = value; }, enumerable: true, configurable: true }); MergeMeshesOptimization._UpdateSelectionTree = false; return MergeMeshesOptimization; })(SceneOptimization); BABYLON.MergeMeshesOptimization = MergeMeshesOptimization; // Options var SceneOptimizerOptions = (function () { function SceneOptimizerOptions(targetFrameRate, trackerDuration) { if (targetFrameRate === void 0) { targetFrameRate = 60; } if (trackerDuration === void 0) { trackerDuration = 2000; } this.targetFrameRate = targetFrameRate; this.trackerDuration = trackerDuration; this.optimizations = new Array(); } SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) { var result = new SceneOptimizerOptions(targetFrameRate); var priority = 0; result.optimizations.push(new MergeMeshesOptimization(priority)); result.optimizations.push(new ShadowsOptimization(priority)); result.optimizations.push(new LensFlaresOptimization(priority)); // Next priority priority++; result.optimizations.push(new PostProcessesOptimization(priority)); result.optimizations.push(new ParticlesOptimization(priority)); // Next priority priority++; result.optimizations.push(new TextureOptimization(priority, 1024)); return result; }; SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) { var result = new SceneOptimizerOptions(targetFrameRate); var priority = 0; result.optimizations.push(new MergeMeshesOptimization(priority)); result.optimizations.push(new ShadowsOptimization(priority)); result.optimizations.push(new LensFlaresOptimization(priority)); // Next priority priority++; result.optimizations.push(new PostProcessesOptimization(priority)); result.optimizations.push(new ParticlesOptimization(priority)); // Next priority priority++; result.optimizations.push(new TextureOptimization(priority, 512)); // Next priority priority++; result.optimizations.push(new RenderTargetsOptimization(priority)); // Next priority priority++; result.optimizations.push(new HardwareScalingOptimization(priority, 2)); return result; }; SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) { var result = new SceneOptimizerOptions(targetFrameRate); var priority = 0; result.optimizations.push(new MergeMeshesOptimization(priority)); result.optimizations.push(new ShadowsOptimization(priority)); result.optimizations.push(new LensFlaresOptimization(priority)); // Next priority priority++; result.optimizations.push(new PostProcessesOptimization(priority)); result.optimizations.push(new ParticlesOptimization(priority)); // Next priority priority++; result.optimizations.push(new TextureOptimization(priority, 256)); // Next priority priority++; result.optimizations.push(new RenderTargetsOptimization(priority)); // Next priority priority++; result.optimizations.push(new HardwareScalingOptimization(priority, 4)); return result; }; return SceneOptimizerOptions; })(); BABYLON.SceneOptimizerOptions = SceneOptimizerOptions; // Scene optimizer tool var SceneOptimizer = (function () { function SceneOptimizer() { } SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) { // TODO: add an epsilon if (scene.getEngine().getFps() >= options.targetFrameRate) { if (onSuccess) { onSuccess(); } return; } // Apply current level of optimizations var allDone = true; var noOptimizationApplied = true; for (var index = 0; index < options.optimizations.length; index++) { var optimization = options.optimizations[index]; if (optimization.priority === currentPriorityLevel) { noOptimizationApplied = false; allDone = allDone && optimization.apply(scene); } } // If no optimization was applied, this is a failure :( if (noOptimizationApplied) { if (onFailure) { onFailure(); } return; } // If all optimizations were done, move to next level if (allDone) { currentPriorityLevel++; } // Let's the system running for a specific amount of time before checking FPS scene.executeWhenReady(function () { setTimeout(function () { SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure); }, options.trackerDuration); }); }; SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) { if (!options) { options = SceneOptimizerOptions.ModerateDegradationAllowed(); } // Let's the system running for a specific amount of time before checking FPS scene.executeWhenReady(function () { setTimeout(function () { SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure); }, options.trackerDuration); }); }; return SceneOptimizer; })(); BABYLON.SceneOptimizer = SceneOptimizer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Internals; (function (Internals) { var MeshLODLevel = (function () { function MeshLODLevel(distance, mesh) { this.distance = distance; this.mesh = mesh; } return MeshLODLevel; })(); Internals.MeshLODLevel = MeshLODLevel; })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var RawTexture = (function (_super) { __extends(RawTexture, _super); function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } _super.call(this, null, scene, !generateMipMaps, invertY); this.format = format; this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode); this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; } RawTexture.prototype.update = function (data) { this.getScene().getEngine().updateRawTexture(this._texture, data, this.format, this._invertY); }; // Statics RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode); }; RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode); }; RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode); }; RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode); }; RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) { if (generateMipMaps === void 0) { generateMipMaps = true; } if (invertY === void 0) { invertY = false; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; } return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode); }; return RawTexture; })(BABYLON.Texture); BABYLON.RawTexture = RawTexture; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var IndexedVector2 = (function (_super) { __extends(IndexedVector2, _super); function IndexedVector2(original, index) { _super.call(this, original.x, original.y); this.index = index; } return IndexedVector2; })(BABYLON.Vector2); var PolygonPoints = (function () { function PolygonPoints() { this.elements = new Array(); } PolygonPoints.prototype.add = function (originalPoints) { var _this = this; var result = new Array(); originalPoints.forEach(function (point) { if (result.length === 0 || !point.equalsWithEpsilon(result[0])) { var newPoint = new IndexedVector2(point, _this.elements.length); result.push(newPoint); _this.elements.push(newPoint); } }); return result; }; PolygonPoints.prototype.computeBounds = function () { var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y); var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y); this.elements.forEach(function (point) { // x if (point.x < lmin.x) { lmin.x = point.x; } else if (point.x > lmax.x) { lmax.x = point.x; } // y if (point.y < lmin.y) { lmin.y = point.y; } else if (point.y > lmax.y) { lmax.y = point.y; } }); return { min: lmin, max: lmax, width: lmax.x - lmin.x, height: lmax.y - lmin.y }; }; return PolygonPoints; })(); var Polygon = (function () { function Polygon() { } Polygon.Rectangle = function (xmin, ymin, xmax, ymax) { return [ new BABYLON.Vector2(xmin, ymin), new BABYLON.Vector2(xmax, ymin), new BABYLON.Vector2(xmax, ymax), new BABYLON.Vector2(xmin, ymax) ]; }; Polygon.Circle = function (radius, cx, cy, numberOfSides) { if (cx === void 0) { cx = 0; } if (cy === void 0) { cy = 0; } if (numberOfSides === void 0) { numberOfSides = 32; } var result = new Array(); var angle = 0; var increment = (Math.PI * 2) / numberOfSides; for (var i = 0; i < numberOfSides; i++) { result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius)); angle -= increment; } return result; }; Polygon.Parse = function (input) { var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); }); var i, result = []; for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) { result.push(new BABYLON.Vector2(floats[i], floats[i + 1])); } return result; }; Polygon.StartingAt = function (x, y) { return BABYLON.Path2.StartingAt(x, y); }; return Polygon; })(); BABYLON.Polygon = Polygon; var PolygonMeshBuilder = (function () { function PolygonMeshBuilder(name, contours, scene) { this._points = new PolygonPoints(); this._outlinepoints = new PolygonPoints(); this._holes = []; if (!("poly2tri" in window)) { throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced"; } this._name = name; this._scene = scene; var points; if (contours instanceof BABYLON.Path2) { points = contours.getPoints(); } else { points = contours; } this._swctx = new poly2tri.SweepContext(this._points.add(points)); this._outlinepoints.add(points); } PolygonMeshBuilder.prototype.addHole = function (hole) { this._swctx.addHole(this._points.add(hole)); var holepoints = new PolygonPoints(); holepoints.add(hole); this._holes.push(holepoints); return this; }; PolygonMeshBuilder.prototype.build = function (updatable, depth) { var _this = this; if (updatable === void 0) { updatable = false; } var result = new BABYLON.Mesh(this._name, this._scene); var normals = []; var positions = []; var uvs = []; var bounds = this._points.computeBounds(); this._points.elements.forEach(function (p) { normals.push(0, 1.0, 0); positions.push(p.x, 0, p.y); uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height); }); var indices = []; this._swctx.triangulate(); this._swctx.getTriangles().forEach(function (triangle) { triangle.getPoints().forEach(function (point) { indices.push(point.index); }); }); if (depth > 0) { var positionscount = (positions.length / 3); //get the current pointcount this._points.elements.forEach(function (p) { normals.push(0, -1.0, 0); positions.push(p.x, -depth, p.y); uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height); }); var p1; //we need to change order of point so the triangles are made in the rigth way. var p2; var poscounter = 0; this._swctx.getTriangles().forEach(function (triangle) { triangle.getPoints().forEach(function (point) { switch (poscounter) { case 0: p1 = point; break; case 1: p2 = point; break; case 2: indices.push(point.index + positionscount); indices.push(p2.index + positionscount); indices.push(p1.index + positionscount); poscounter = -1; break; } poscounter++; //indices.push((point).index + positionscount); }); }); //Add the sides this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false); this._holes.forEach(function (hole) { _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true); }); } result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable); result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable); result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable); result.setIndices(indices); return result; }; PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) { var StartIndex = positions.length / 3; var ulength = 0; for (var i = 0; i < points.elements.length; i++) { var p = points.elements[i]; var p1; if ((i + 1) > points.elements.length - 1) { p1 = points.elements[0]; } else { p1 = points.elements[i + 1]; } positions.push(p.x, 0, p.y); positions.push(p.x, -depth, p.y); positions.push(p1.x, 0, p1.y); positions.push(p1.x, -depth, p1.y); var v1 = new BABYLON.Vector3(p.x, 0, p.y); var v2 = new BABYLON.Vector3(p1.x, 0, p1.y); var v3 = v2.subtract(v1); var v4 = new BABYLON.Vector3(0, 1, 0); var vn = BABYLON.Vector3.Cross(v3, v4); vn = vn.normalize(); uvs.push(ulength / bounds.width, 0); uvs.push(ulength / bounds.width, 1); ulength += v3.length(); uvs.push((ulength / bounds.width), 0); uvs.push((ulength / bounds.width), 1); if (!flip) { normals.push(-vn.x, -vn.y, -vn.z); normals.push(-vn.x, -vn.y, -vn.z); normals.push(-vn.x, -vn.y, -vn.z); normals.push(-vn.x, -vn.y, -vn.z); indices.push(StartIndex); indices.push(StartIndex + 1); indices.push(StartIndex + 2); indices.push(StartIndex + 1); indices.push(StartIndex + 3); indices.push(StartIndex + 2); } else { normals.push(vn.x, vn.y, vn.z); normals.push(vn.x, vn.y, vn.z); normals.push(vn.x, vn.y, vn.z); normals.push(vn.x, vn.y, vn.z); indices.push(StartIndex); indices.push(StartIndex + 2); indices.push(StartIndex + 1); indices.push(StartIndex + 1); indices.push(StartIndex + 2); indices.push(StartIndex + 3); } StartIndex += 4; } ; }; return PolygonMeshBuilder; })(); BABYLON.PolygonMeshBuilder = PolygonMeshBuilder; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Octree = (function () { function Octree(creationFunc, maxBlockCapacity, maxDepth) { if (maxDepth === void 0) { maxDepth = 2; } this.maxDepth = maxDepth; this.dynamicContent = new Array(); this._maxBlockCapacity = maxBlockCapacity || 64; this._selectionContent = new BABYLON.SmartArray(1024); this._creationFunc = creationFunc; } // Methods Octree.prototype.update = function (worldMin, worldMax, entries) { Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc); }; Octree.prototype.addMesh = function (entry) { for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.addEntry(entry); } }; Octree.prototype.select = function (frustumPlanes, allowDuplicate) { this._selectionContent.reset(); for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.select(frustumPlanes, this._selectionContent, allowDuplicate); } if (allowDuplicate) { this._selectionContent.concat(this.dynamicContent); } else { this._selectionContent.concatWithNoDuplicate(this.dynamicContent); } return this._selectionContent; }; Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) { this._selectionContent.reset(); for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate); } if (allowDuplicate) { this._selectionContent.concat(this.dynamicContent); } else { this._selectionContent.concatWithNoDuplicate(this.dynamicContent); } return this._selectionContent; }; Octree.prototype.intersectsRay = function (ray) { this._selectionContent.reset(); for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.intersectsRay(ray, this._selectionContent); } this._selectionContent.concatWithNoDuplicate(this.dynamicContent); return this._selectionContent; }; Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) { target.blocks = new Array(); var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2); // Segmenting space for (var x = 0; x < 2; x++) { for (var y = 0; y < 2; y++) { for (var z = 0; z < 2; z++) { var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z)); var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1)); var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc); block.addEntries(entries); target.blocks.push(block); } } } }; Octree.CreationFuncForMeshes = function (entry, block) { if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) { block.entries.push(entry); } }; Octree.CreationFuncForSubMeshes = function (entry, block) { if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) { block.entries.push(entry); } }; return Octree; })(); BABYLON.Octree = Octree; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var OctreeBlock = (function () { function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) { this.entries = new Array(); this._boundingVectors = new Array(); this._capacity = capacity; this._depth = depth; this._maxDepth = maxDepth; this._creationFunc = creationFunc; this._minPoint = minPoint; this._maxPoint = maxPoint; this._boundingVectors.push(minPoint.clone()); this._boundingVectors.push(maxPoint.clone()); this._boundingVectors.push(minPoint.clone()); this._boundingVectors[2].x = maxPoint.x; this._boundingVectors.push(minPoint.clone()); this._boundingVectors[3].y = maxPoint.y; this._boundingVectors.push(minPoint.clone()); this._boundingVectors[4].z = maxPoint.z; this._boundingVectors.push(maxPoint.clone()); this._boundingVectors[5].z = minPoint.z; this._boundingVectors.push(maxPoint.clone()); this._boundingVectors[6].x = minPoint.x; this._boundingVectors.push(maxPoint.clone()); this._boundingVectors[7].y = minPoint.y; } Object.defineProperty(OctreeBlock.prototype, "capacity", { // Property get: function () { return this._capacity; }, enumerable: true, configurable: true }); Object.defineProperty(OctreeBlock.prototype, "minPoint", { get: function () { return this._minPoint; }, enumerable: true, configurable: true }); Object.defineProperty(OctreeBlock.prototype, "maxPoint", { get: function () { return this._maxPoint; }, enumerable: true, configurable: true }); // Methods OctreeBlock.prototype.addEntry = function (entry) { if (this.blocks) { for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.addEntry(entry); } return; } this._creationFunc(entry, this); if (this.entries.length > this.capacity && this._depth < this._maxDepth) { this.createInnerBlocks(); } }; OctreeBlock.prototype.addEntries = function (entries) { for (var index = 0; index < entries.length; index++) { var mesh = entries[index]; this.addEntry(mesh); } }; OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) { if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) { if (this.blocks) { for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.select(frustumPlanes, selection, allowDuplicate); } return; } if (allowDuplicate) { selection.concat(this.entries); } else { selection.concatWithNoDuplicate(this.entries); } } }; OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) { if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) { if (this.blocks) { for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate); } return; } if (allowDuplicate) { selection.concat(this.entries); } else { selection.concatWithNoDuplicate(this.entries); } } }; OctreeBlock.prototype.intersectsRay = function (ray, selection) { if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) { if (this.blocks) { for (var index = 0; index < this.blocks.length; index++) { var block = this.blocks[index]; block.intersectsRay(ray, selection); } return; } selection.concatWithNoDuplicate(this.entries); } }; OctreeBlock.prototype.createInnerBlocks = function () { BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc); }; return OctreeBlock; })(); BABYLON.OctreeBlock = OctreeBlock; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BlurPostProcess = (function (_super) { __extends(BlurPostProcess, _super); function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) { var _this = this; if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; } _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable); this.direction = direction; this.blurWidth = blurWidth; this.onApply = function (effect) { effect.setFloat2("screenSize", _this.width, _this.height); effect.setVector2("direction", _this.direction); effect.setFloat("blurWidth", _this.blurWidth); }; } return BlurPostProcess; })(BABYLON.PostProcess); BABYLON.BlurPostProcess = BlurPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var RefractionPostProcess = (function (_super) { __extends(RefractionPostProcess, _super); function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) { var _this = this; _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable); this.color = color; this.depth = depth; this.colorLevel = colorLevel; this.onActivate = function (cam) { _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene()); }; this.onApply = function (effect) { effect.setColor3("baseColor", _this.color); effect.setFloat("depth", _this.depth); effect.setFloat("colorLevel", _this.colorLevel); effect.setTexture("refractionSampler", _this._refRexture); }; } // Methods RefractionPostProcess.prototype.dispose = function (camera) { if (this._refRexture) { this._refRexture.dispose(); } _super.prototype.dispose.call(this, camera); }; return RefractionPostProcess; })(BABYLON.PostProcess); BABYLON.RefractionPostProcess = RefractionPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var BlackAndWhitePostProcess = (function (_super) { __extends(BlackAndWhitePostProcess, _super); function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) { _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable); } return BlackAndWhitePostProcess; })(BABYLON.PostProcess); BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var ConvolutionPostProcess = (function (_super) { __extends(ConvolutionPostProcess, _super); function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) { var _this = this; _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable); this.kernel = kernel; this.onApply = function (effect) { effect.setFloat2("screenSize", _this.width, _this.height); effect.setArray("kernel", _this.kernel); }; } // Statics // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing) ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1]; ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0]; ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1]; ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0]; ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2]; ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0]; return ConvolutionPostProcess; })(BABYLON.PostProcess); BABYLON.ConvolutionPostProcess = ConvolutionPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FilterPostProcess = (function (_super) { __extends(FilterPostProcess, _super); function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) { var _this = this; _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable); this.kernelMatrix = kernelMatrix; this.onApply = function (effect) { effect.setMatrix("kernelMatrix", _this.kernelMatrix); }; } return FilterPostProcess; })(BABYLON.PostProcess); BABYLON.FilterPostProcess = FilterPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FxaaPostProcess = (function (_super) { __extends(FxaaPostProcess, _super); function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) { var _this = this; _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable); this.onSizeChanged = function () { _this.texelWidth = 1.0 / _this.width; _this.texelHeight = 1.0 / _this.height; }; this.onApply = function (effect) { effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight); }; } return FxaaPostProcess; })(BABYLON.PostProcess); BABYLON.FxaaPostProcess = FxaaPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var StereoscopicInterlacePostProcess = (function (_super) { __extends(StereoscopicInterlacePostProcess, _super); function StereoscopicInterlacePostProcess(name, camB, postProcessA, isStereoscopicHoriz, samplingMode) { var _this = this; _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, camB, samplingMode, camB.getScene().getEngine(), false, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined); this._stepSize = new BABYLON.Vector2(1 / this.width, 1 / this.height); this.onSizeChanged = function () { _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height); }; this.onApply = function (effect) { effect.setTextureFromPostProcess("camASampler", postProcessA); effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y); }; } return StereoscopicInterlacePostProcess; })(BABYLON.PostProcess); BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var LensFlare = (function () { function LensFlare(size, position, color, imgUrl, system) { this.size = size; this.position = position; this.dispose = function () { if (this.texture) { this.texture.dispose(); } // Remove from scene var index = this._system.lensFlares.indexOf(this); this._system.lensFlares.splice(index, 1); }; this.color = color || new BABYLON.Color3(1, 1, 1); this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null; this._system = system; system.lensFlares.push(this); } return LensFlare; })(); BABYLON.LensFlare = LensFlare; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var LensFlareSystem = (function () { function LensFlareSystem(name, emitter, scene) { this.name = name; this.lensFlares = new Array(); this.borderLimit = 300; this.layerMask = 0x0FFFFFFF; this._vertexDeclaration = [2]; this._vertexStrideSize = 2 * 4; this._isEnabled = true; this._scene = scene; this._emitter = emitter; scene.lensFlareSystems.push(this); this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); }; // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices); // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = scene.getEngine().createIndexBuffer(indices); // Effects this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], ""); } Object.defineProperty(LensFlareSystem.prototype, "isEnabled", { get: function () { return this._isEnabled; }, set: function (value) { this._isEnabled = value; }, enumerable: true, configurable: true }); LensFlareSystem.prototype.getScene = function () { return this._scene; }; LensFlareSystem.prototype.getEmitter = function () { return this._emitter; }; LensFlareSystem.prototype.setEmitter = function (newEmitter) { this._emitter = newEmitter; }; LensFlareSystem.prototype.getEmitterPosition = function () { return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position; }; LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) { var position = this.getEmitterPosition(); position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport); this._positionX = position.x; this._positionY = position.y; position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix()); if (position.z > 0) { if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) { if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) return true; } } return false; }; LensFlareSystem.prototype._isVisible = function () { if (!this._isEnabled) { return false; } var emitterPosition = this.getEmitterPosition(); var direction = emitterPosition.subtract(this._scene.activeCamera.position); var distance = direction.length(); direction.normalize(); var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction); var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true); return !pickInfo.hit || pickInfo.distance > distance; }; LensFlareSystem.prototype.render = function () { if (!this._effect.isReady()) return false; var engine = this._scene.getEngine(); var viewport = this._scene.activeCamera.viewport; var globalViewport = viewport.toGlobal(engine); // Position if (!this.computeEffectivePosition(globalViewport)) { return false; } // Visibility if (!this._isVisible()) { return false; } // Intensity var awayX; var awayY; if (this._positionX < this.borderLimit + globalViewport.x) { awayX = this.borderLimit + globalViewport.x - this._positionX; } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) { awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit; } else { awayX = 0; } if (this._positionY < this.borderLimit + globalViewport.y) { awayY = this.borderLimit + globalViewport.y - this._positionY; } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) { awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit; } else { awayY = 0; } var away = (awayX > awayY) ? awayX : awayY; if (away > this.borderLimit) { away = this.borderLimit; } var intensity = 1.0 - (away / this.borderLimit); if (intensity < 0) { return false; } if (intensity > 1.0) { intensity = 1.0; } // Position var centerX = globalViewport.x + globalViewport.width / 2; var centerY = globalViewport.y + globalViewport.height / 2; var distX = centerX - this._positionX; var distY = centerY - this._positionY; // Effects engine.enableEffect(this._effect); engine.setState(false); engine.setDepthBuffer(false); engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE); // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect); // Flares for (var index = 0; index < this.lensFlares.length; index++) { var flare = this.lensFlares[index]; var x = centerX - (distX * flare.position); var y = centerY - (distY * flare.position); var cw = flare.size; var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera); var cx = 2 * (x / globalViewport.width) - 1.0; var cy = 1.0 - 2 * (y / globalViewport.height); var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1); this._effect.setMatrix("viewportMatrix", viewportMatrix); // Texture this._effect.setTexture("textureSampler", flare.texture); // Color this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0); // Draw order engine.draw(true, 0, 6); } engine.setDepthBuffer(true); engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); return true; }; LensFlareSystem.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } while (this.lensFlares.length) { this.lensFlares[0].dispose(); } // Remove from scene var index = this._scene.lensFlareSystems.indexOf(this); this._scene.lensFlareSystems.splice(index, 1); }; return LensFlareSystem; })(); BABYLON.LensFlareSystem = LensFlareSystem; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // We're mainly based on the logic defined into the FreeCamera code var DeviceOrientationCamera = (function (_super) { __extends(DeviceOrientationCamera, _super); function DeviceOrientationCamera(name, position, scene) { var _this = this; _super.call(this, name, position, scene); this._offsetX = null; this._offsetY = null; this._orientationGamma = 0; this._orientationBeta = 0; this._initialOrientationGamma = 0; this._initialOrientationBeta = 0; this.angularSensibility = 10000.0; this.moveSensibility = 50.0; window.addEventListener("resize", function () { _this._initialOrientationGamma = null; }, false); } DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) { var _this = this; if (this._attachedCanvas) { return; } this._attachedCanvas = canvas; if (!this._orientationChanged) { this._orientationChanged = function (evt) { if (!_this._initialOrientationGamma) { _this._initialOrientationGamma = evt.gamma; _this._initialOrientationBeta = evt.beta; } _this._orientationGamma = evt.gamma; _this._orientationBeta = evt.beta; _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta); _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma); }; } window.addEventListener("deviceorientation", this._orientationChanged); }; DeviceOrientationCamera.prototype.detachControl = function (canvas) { if (this._attachedCanvas != canvas) { return; } window.removeEventListener("deviceorientation", this._orientationChanged); this._attachedCanvas = null; this._orientationGamma = 0; this._orientationBeta = 0; this._initialOrientationGamma = 0; this._initialOrientationBeta = 0; }; DeviceOrientationCamera.prototype._checkInputs = function () { if (!this._offsetX) { return; } this.cameraRotation.y -= this._offsetX / this.angularSensibility; var speed = this._computeLocalCameraSpeed(); var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility); BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix); this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix)); _super.prototype._checkInputs.call(this); }; return DeviceOrientationCamera; })(BABYLON.FreeCamera); BABYLON.DeviceOrientationCamera = DeviceOrientationCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Gamepads = (function () { function Gamepads(ongamedpadconnected) { var _this = this; this.babylonGamepads = []; this.oneGamepadConnected = false; this.isMonitoring = false; this.gamepadEventSupported = 'GamepadEvent' in window; this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads); this.buttonADataURL = "data:image/png;base64,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"; this._callbackGamepadConnected = ongamedpadconnected; if (this.gamepadSupportAvailable) { // Checking if the gamepad connected event is supported (like in Firefox) if (this.gamepadEventSupported) { window.addEventListener('gamepadconnected', function (evt) { _this._onGamepadConnected(evt); }, false); window.addEventListener('gamepaddisconnected', function (evt) { _this._onGamepadDisconnected(evt); }, false); } else { this._startMonitoringGamepads(); } if (!this.oneGamepadConnected) { this._insertGamepadDOMInstructions(); } } else { this._insertGamepadDOMNotSupported(); } } Gamepads.prototype._insertGamepadDOMInstructions = function () { Gamepads.gamepadDOMInfo = document.createElement("div"); var buttonAImage = document.createElement("img"); buttonAImage.src = this.buttonADataURL; var spanMessage = document.createElement("span"); spanMessage.innerHTML = "to activate gamepad"; Gamepads.gamepadDOMInfo.appendChild(buttonAImage); Gamepads.gamepadDOMInfo.appendChild(spanMessage); Gamepads.gamepadDOMInfo.style.position = "absolute"; Gamepads.gamepadDOMInfo.style.width = "100%"; Gamepads.gamepadDOMInfo.style.height = "48px"; Gamepads.gamepadDOMInfo.style.bottom = "0px"; Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)"; Gamepads.gamepadDOMInfo.style.textAlign = "center"; Gamepads.gamepadDOMInfo.style.zIndex = "10"; buttonAImage.style.position = "relative"; buttonAImage.style.bottom = "8px"; spanMessage.style.position = "relative"; spanMessage.style.fontSize = "32px"; spanMessage.style.bottom = "32px"; spanMessage.style.color = "green"; document.body.appendChild(Gamepads.gamepadDOMInfo); }; Gamepads.prototype._insertGamepadDOMNotSupported = function () { Gamepads.gamepadDOMInfo = document.createElement("div"); var spanMessage = document.createElement("span"); spanMessage.innerHTML = "gamepad not supported"; Gamepads.gamepadDOMInfo.appendChild(spanMessage); Gamepads.gamepadDOMInfo.style.position = "absolute"; Gamepads.gamepadDOMInfo.style.width = "100%"; Gamepads.gamepadDOMInfo.style.height = "40px"; Gamepads.gamepadDOMInfo.style.bottom = "0px"; Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)"; Gamepads.gamepadDOMInfo.style.textAlign = "center"; Gamepads.gamepadDOMInfo.style.zIndex = "10"; spanMessage.style.position = "relative"; spanMessage.style.fontSize = "32px"; spanMessage.style.color = "red"; document.body.appendChild(Gamepads.gamepadDOMInfo); }; Gamepads.prototype.dispose = function () { if (Gamepads.gamepadDOMInfo) { document.body.removeChild(Gamepads.gamepadDOMInfo); } }; Gamepads.prototype._onGamepadConnected = function (evt) { var newGamepad = this._addNewGamepad(evt.gamepad); if (this._callbackGamepadConnected) this._callbackGamepadConnected(newGamepad); this._startMonitoringGamepads(); }; Gamepads.prototype._addNewGamepad = function (gamepad) { if (!this.oneGamepadConnected) { this.oneGamepadConnected = true; if (Gamepads.gamepadDOMInfo) { document.body.removeChild(Gamepads.gamepadDOMInfo); Gamepads.gamepadDOMInfo = null; } } var newGamepad; if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) { newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad); } else { newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad); } this.babylonGamepads.push(newGamepad); return newGamepad; }; Gamepads.prototype._onGamepadDisconnected = function (evt) { // Remove the gamepad from the list of gamepads to monitor. for (var i in this.babylonGamepads) { if (this.babylonGamepads[i].index == evt.gamepad.index) { this.babylonGamepads.splice(i, 1); break; } } // If no gamepads are left, stop the polling loop. if (this.babylonGamepads.length == 0) { this._stopMonitoringGamepads(); } }; Gamepads.prototype._startMonitoringGamepads = function () { if (!this.isMonitoring) { this.isMonitoring = true; this._checkGamepadsStatus(); } }; Gamepads.prototype._stopMonitoringGamepads = function () { this.isMonitoring = false; }; Gamepads.prototype._checkGamepadsStatus = function () { var _this = this; // updating gamepad objects this._updateGamepadObjects(); for (var i in this.babylonGamepads) { this.babylonGamepads[i].update(); } if (this.isMonitoring) { if (window.requestAnimationFrame) { window.requestAnimationFrame(function () { _this._checkGamepadsStatus(); }); } else if (window.mozRequestAnimationFrame) { window.mozRequestAnimationFrame(function () { _this._checkGamepadsStatus(); }); } else if (window.webkitRequestAnimationFrame) { window.webkitRequestAnimationFrame(function () { _this._checkGamepadsStatus(); }); } } }; // This function is called only on Chrome, which does not yet support // connection/disconnection events, but requires you to monitor // an array for changes. Gamepads.prototype._updateGamepadObjects = function () { var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []); for (var i = 0; i < gamepads.length; i++) { if (gamepads[i]) { if (!(gamepads[i].index in this.babylonGamepads)) { var newGamepad = this._addNewGamepad(gamepads[i]); if (this._callbackGamepadConnected) { this._callbackGamepadConnected(newGamepad); } } else { this.babylonGamepads[i].browserGamepad = gamepads[i]; } } } }; return Gamepads; })(); BABYLON.Gamepads = Gamepads; var StickValues = (function () { function StickValues(x, y) { this.x = x; this.y = y; } return StickValues; })(); BABYLON.StickValues = StickValues; var Gamepad = (function () { function Gamepad(id, index, browserGamepad) { this.id = id; this.index = index; this.browserGamepad = browserGamepad; if (this.browserGamepad.axes.length >= 2) { this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] }; } if (this.browserGamepad.axes.length >= 4) { this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] }; } } Gamepad.prototype.onleftstickchanged = function (callback) { this._onleftstickchanged = callback; }; Gamepad.prototype.onrightstickchanged = function (callback) { this._onrightstickchanged = callback; }; Object.defineProperty(Gamepad.prototype, "leftStick", { get: function () { return this._leftStick; }, set: function (newValues) { if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) { this._onleftstickchanged(newValues); } this._leftStick = newValues; }, enumerable: true, configurable: true }); Object.defineProperty(Gamepad.prototype, "rightStick", { get: function () { return this._rightStick; }, set: function (newValues) { if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) { this._onrightstickchanged(newValues); } this._rightStick = newValues; }, enumerable: true, configurable: true }); Gamepad.prototype.update = function () { if (this._leftStick) { this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] }; } if (this._rightStick) { this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] }; } }; return Gamepad; })(); BABYLON.Gamepad = Gamepad; var GenericPad = (function (_super) { __extends(GenericPad, _super); function GenericPad(id, index, gamepad) { _super.call(this, id, index, gamepad); this.id = id; this.index = index; this.gamepad = gamepad; this._buttons = new Array(gamepad.buttons.length); } GenericPad.prototype.onbuttondown = function (callback) { this._onbuttondown = callback; }; GenericPad.prototype.onbuttonup = function (callback) { this._onbuttonup = callback; }; GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) { if (newValue !== currentValue) { if (this._onbuttondown && newValue === 1) { this._onbuttondown(buttonIndex); } if (this._onbuttonup && newValue === 0) { this._onbuttonup(buttonIndex); } } return newValue; }; GenericPad.prototype.update = function () { _super.prototype.update.call(this); for (var index = 0; index < this._buttons.length; index++) { this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index); } }; return GenericPad; })(Gamepad); BABYLON.GenericPad = GenericPad; (function (Xbox360Button) { Xbox360Button[Xbox360Button["A"] = 0] = "A"; Xbox360Button[Xbox360Button["B"] = 1] = "B"; Xbox360Button[Xbox360Button["X"] = 2] = "X"; Xbox360Button[Xbox360Button["Y"] = 3] = "Y"; Xbox360Button[Xbox360Button["Start"] = 4] = "Start"; Xbox360Button[Xbox360Button["Back"] = 5] = "Back"; Xbox360Button[Xbox360Button["LB"] = 6] = "LB"; Xbox360Button[Xbox360Button["RB"] = 7] = "RB"; Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick"; Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick"; })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {})); var Xbox360Button = BABYLON.Xbox360Button; (function (Xbox360Dpad) { Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up"; Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down"; Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left"; Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right"; })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {})); var Xbox360Dpad = BABYLON.Xbox360Dpad; var Xbox360Pad = (function (_super) { __extends(Xbox360Pad, _super); function Xbox360Pad() { _super.apply(this, arguments); this._leftTrigger = 0; this._rightTrigger = 0; this._buttonA = 0; this._buttonB = 0; this._buttonX = 0; this._buttonY = 0; this._buttonBack = 0; this._buttonStart = 0; this._buttonLB = 0; this._buttonRB = 0; this._buttonLeftStick = 0; this._buttonRightStick = 0; this._dPadUp = 0; this._dPadDown = 0; this._dPadLeft = 0; this._dPadRight = 0; } Xbox360Pad.prototype.onlefttriggerchanged = function (callback) { this._onlefttriggerchanged = callback; }; Xbox360Pad.prototype.onrighttriggerchanged = function (callback) { this._onrighttriggerchanged = callback; }; Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", { get: function () { return this._leftTrigger; }, set: function (newValue) { if (this._onlefttriggerchanged && this._leftTrigger !== newValue) { this._onlefttriggerchanged(newValue); } this._leftTrigger = newValue; }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", { get: function () { return this._rightTrigger; }, set: function (newValue) { if (this._onrighttriggerchanged && this._rightTrigger !== newValue) { this._onrighttriggerchanged(newValue); } this._rightTrigger = newValue; }, enumerable: true, configurable: true }); Xbox360Pad.prototype.onbuttondown = function (callback) { this._onbuttondown = callback; }; Xbox360Pad.prototype.onbuttonup = function (callback) { this._onbuttonup = callback; }; Xbox360Pad.prototype.ondpaddown = function (callback) { this._ondpaddown = callback; }; Xbox360Pad.prototype.ondpadup = function (callback) { this._ondpadup = callback; }; Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) { if (newValue !== currentValue) { if (this._onbuttondown && newValue === 1) { this._onbuttondown(buttonType); } if (this._onbuttonup && newValue === 0) { this._onbuttonup(buttonType); } } return newValue; }; Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) { if (newValue !== currentValue) { if (this._ondpaddown && newValue === 1) { this._ondpaddown(buttonType); } if (this._ondpadup && newValue === 0) { this._ondpadup(buttonType); } } return newValue; }; Object.defineProperty(Xbox360Pad.prototype, "buttonA", { get: function () { return this._buttonA; }, set: function (value) { this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonB", { get: function () { return this._buttonB; }, set: function (value) { this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonX", { get: function () { return this._buttonX; }, set: function (value) { this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonY", { get: function () { return this._buttonY; }, set: function (value) { this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonStart", { get: function () { return this._buttonStart; }, set: function (value) { this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonBack", { get: function () { return this._buttonBack; }, set: function (value) { this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonLB", { get: function () { return this._buttonLB; }, set: function (value) { this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonRB", { get: function () { return this._buttonRB; }, set: function (value) { this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", { get: function () { return this._buttonLeftStick; }, set: function (value) { this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", { get: function () { return this._buttonRightStick; }, set: function (value) { this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "dPadUp", { get: function () { return this._dPadUp; }, set: function (value) { this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "dPadDown", { get: function () { return this._dPadDown; }, set: function (value) { this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", { get: function () { return this._dPadLeft; }, set: function (value) { this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left); }, enumerable: true, configurable: true }); Object.defineProperty(Xbox360Pad.prototype, "dPadRight", { get: function () { return this._dPadRight; }, set: function (value) { this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right); }, enumerable: true, configurable: true }); Xbox360Pad.prototype.update = function () { _super.prototype.update.call(this); this.buttonA = this.browserGamepad.buttons[0].value; this.buttonB = this.browserGamepad.buttons[1].value; this.buttonX = this.browserGamepad.buttons[2].value; this.buttonY = this.browserGamepad.buttons[3].value; this.buttonLB = this.browserGamepad.buttons[4].value; this.buttonRB = this.browserGamepad.buttons[5].value; this.leftTrigger = this.browserGamepad.buttons[6].value; this.rightTrigger = this.browserGamepad.buttons[7].value; this.buttonBack = this.browserGamepad.buttons[8].value; this.buttonStart = this.browserGamepad.buttons[9].value; this.buttonLeftStick = this.browserGamepad.buttons[10].value; this.buttonRightStick = this.browserGamepad.buttons[11].value; this.dPadUp = this.browserGamepad.buttons[12].value; this.dPadDown = this.browserGamepad.buttons[13].value; this.dPadLeft = this.browserGamepad.buttons[14].value; this.dPadRight = this.browserGamepad.buttons[15].value; }; return Xbox360Pad; })(Gamepad); BABYLON.Xbox360Pad = Xbox360Pad; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // We're mainly based on the logic defined into the FreeCamera code var GamepadCamera = (function (_super) { __extends(GamepadCamera, _super); function GamepadCamera(name, position, scene) { var _this = this; _super.call(this, name, position, scene); this.angularSensibility = 200; this.moveSensibility = 75; this._gamepads = new BABYLON.Gamepads(function (gamepad) { _this._onNewGameConnected(gamepad); }); } GamepadCamera.prototype._onNewGameConnected = function (gamepad) { // Only the first gamepad can control the camera if (gamepad.index === 0) { this._gamepad = gamepad; } }; GamepadCamera.prototype._checkInputs = function () { if (this._gamepad) { var LSValues = this._gamepad.leftStick; var normalizedLX = LSValues.x / this.moveSensibility; var normalizedLY = LSValues.y / this.moveSensibility; LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0; LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0; var RSValues = this._gamepad.rightStick; var normalizedRX = RSValues.x / this.angularSensibility; var normalizedRY = RSValues.y / this.angularSensibility; RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0; RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0; var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0); var speed = this._computeLocalCameraSpeed() * 50.0; var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform); this.cameraDirection = this.cameraDirection.add(deltaTransform); this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x)); } _super.prototype._checkInputs.call(this); }; GamepadCamera.prototype.dispose = function () { this._gamepads.dispose(); _super.prototype.dispose.call(this); }; return GamepadCamera; })(BABYLON.FreeCamera); BABYLON.GamepadCamera = GamepadCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Analyser = (function () { function Analyser(scene) { this.SMOOTHING = 0.75; this.FFT_SIZE = 512; this.BARGRAPHAMPLITUDE = 256; this.DEBUGCANVASPOS = { x: 20, y: 20 }; this.DEBUGCANVASSIZE = { width: 320, height: 200 }; this._scene = scene; this._audioEngine = BABYLON.Engine.audioEngine; if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser(); this._webAudioAnalyser.minDecibels = -140; this._webAudioAnalyser.maxDecibels = 0; this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount); this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount); this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount); } } Analyser.prototype.getFrequencyBinCount = function () { if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } }; Analyser.prototype.getByteFrequencyData = function () { if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } return this._byteFreqs; }; Analyser.prototype.getByteTimeDomainData = function () { if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } return this._byteTime; }; Analyser.prototype.getFloatFrequencyData = function () { if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } return this._floatFreqs; }; Analyser.prototype.drawDebugCanvas = function () { var _this = this; if (this._audioEngine.canUseWebAudio) { if (!this._debugCanvas) { this._debugCanvas = document.createElement("canvas"); this._debugCanvas.width = this.DEBUGCANVASSIZE.width; this._debugCanvas.height = this.DEBUGCANVASSIZE.height; this._debugCanvas.style.position = "absolute"; this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px"; this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px"; this._debugCanvasContext = this._debugCanvas.getContext("2d"); document.body.appendChild(this._debugCanvas); this._registerFunc = function () { _this.drawDebugCanvas(); }; this._scene.registerBeforeRender(this._registerFunc); } if (this._registerFunc) { var workingArray = this.getByteFrequencyData(); this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)'; this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); // Draw the frequency domain chart. for (var i = 0; i < this.getFrequencyBinCount(); i++) { var value = workingArray[i]; var percent = value / this.BARGRAPHAMPLITUDE; var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); var hue = i / this.getFrequencyBinCount() * 360; this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)'; this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height); } } } }; Analyser.prototype.stopDebugCanvas = function () { if (this._debugCanvas) { this._scene.unregisterBeforeRender(this._registerFunc); this._registerFunc = null; document.body.removeChild(this._debugCanvas); this._debugCanvas = null; this._debugCanvasContext = null; } }; Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) { if (this._audioEngine.canUseWebAudio) { inputAudioNode.connect(this._webAudioAnalyser); this._webAudioAnalyser.connect(outputAudioNode); } }; Analyser.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.disconnect(); } }; return Analyser; })(); BABYLON.Analyser = Analyser; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var AudioEngine = (function () { function AudioEngine() { this._audioContext = null; this._audioContextInitialized = false; this.canUseWebAudio = false; this.WarnedWebAudioUnsupported = false; if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') { window.AudioContext = window.AudioContext || window.webkitAudioContext; this.canUseWebAudio = true; } } Object.defineProperty(AudioEngine.prototype, "audioContext", { get: function () { if (!this._audioContextInitialized) { this._initializeAudioContext(); } return this._audioContext; }, enumerable: true, configurable: true }); AudioEngine.prototype._initializeAudioContext = function () { try { if (this.canUseWebAudio) { this._audioContext = new AudioContext(); // create a global volume gain node this.masterGain = this._audioContext.createGain(); this.masterGain.gain.value = 1; this.masterGain.connect(this._audioContext.destination); this._audioContextInitialized = true; } } catch (e) { this.canUseWebAudio = false; BABYLON.Tools.Error("Web Audio: " + e.message); } }; AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio && this._audioContextInitialized) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); this._connectedAnalyser.dispose(); this.masterGain.disconnect(); this.masterGain.connect(this._audioContext.destination); this._connectedAnalyser = null; } this.masterGain.gain.value = 1; } this.WarnedWebAudioUnsupported = false; }; AudioEngine.prototype.getGlobalVolume = function () { if (this.canUseWebAudio && this._audioContextInitialized) { return this.masterGain.gain.value; } else { return -1; } }; AudioEngine.prototype.setGlobalVolume = function (newVolume) { if (this.canUseWebAudio && this._audioContextInitialized) { this.masterGain.gain.value = newVolume; } }; AudioEngine.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } if (this.canUseWebAudio && this._audioContextInitialized) { this._connectedAnalyser = analyser; this.masterGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination); } }; return AudioEngine; })(); BABYLON.AudioEngine = AudioEngine; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var Sound = (function () { /** * Create a sound and attach it to a scene * @param name Name of your sound * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel */ function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) { var _this = this; this.autoplay = false; this.loop = false; this.useCustomAttenuation = false; this.spatialSound = false; this.refDistance = 1; this.rolloffFactor = 1; this.maxDistance = 100; this.distanceModel = "linear"; this._panningModel = "equalpower"; this._playbackRate = 1; this._streaming = false; this._startTime = 0; this._startOffset = 0; this._position = BABYLON.Vector3.Zero(); this._localDirection = new BABYLON.Vector3(1, 0, 0); this._volume = 1; this._isLoaded = false; this._isReadyToPlay = false; this.isPlaying = false; this.isPaused = false; this._isDirectional = false; // Used if you'd like to create a directional sound. // If not set, the sound will be omnidirectional this._coneInnerAngle = 360; this._coneOuterAngle = 360; this._coneOuterGain = 0; this._isOutputConnected = false; this.name = name; this._scene = scene; this._readyToPlayCallback = readyToPlayCallback; // Default custom attenuation function is a linear attenuation this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) { if (currentDistance < maxDistance) { return currentVolume * (1 - currentDistance / maxDistance); } else { return 0; } }; if (options) { this.autoplay = options.autoplay || false; this.loop = options.loop || false; // if volume === 0, we need another way to check this option if (options.volume !== undefined) { this._volume = options.volume; } this.spatialSound = options.spatialSound || false; this.maxDistance = options.maxDistance || 100; this.useCustomAttenuation = options.useCustomAttenuation || false; this.rolloffFactor = options.rolloffFactor || 1; this.refDistance = options.refDistance || 1; this.distanceModel = options.distanceModel || "linear"; this._playbackRate = options.playbackRate || 1; this._streaming = options.streaming || false; } if (BABYLON.Engine.audioEngine.canUseWebAudio) { this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain(); this._soundGain.gain.value = this._volume; this._inputAudioNode = this._soundGain; this._ouputAudioNode = this._soundGain; if (this.spatialSound) { this._createSpatialParameters(); } this._scene.mainSoundTrack.AddSound(this); // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound if (urlOrArrayBuffer) { // If it's an URL if (typeof (urlOrArrayBuffer) === "string") { // Loading sound using XHR2 if (!this._streaming) { BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) { _this._soundLoaded(data); }, null, null, true); } else { this._htmlAudioElement = new Audio(); this._htmlAudioElement.src = urlOrArrayBuffer; this._htmlAudioElement.controls = false; this._htmlAudioElement.loop = this.loop; this._htmlAudioElement.crossOrigin = "anonymous"; this._isReadyToPlay = true; document.body.appendChild(this._htmlAudioElement); // Simulating a ready to play event for consistent behavior with non streamed audio source if (this._readyToPlayCallback) { window.setTimeout(function () { _this._readyToPlayCallback(); }, 1000); } if (this.autoplay) { this.play(); } } } else { if (urlOrArrayBuffer instanceof ArrayBuffer) { this._soundLoaded(urlOrArrayBuffer); } else { BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); } } } } else { // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers this._scene.mainSoundTrack.AddSound(this); if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) { BABYLON.Tools.Error("Web Audio is not supported by your browser."); BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true; } // Simulating a ready to play event to avoid breaking code for non web audio browsers if (this._readyToPlayCallback) { window.setTimeout(function () { _this._readyToPlayCallback(); }, 1000); } } } Sound.prototype.dispose = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this.isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } if (this._soundGain) { this._soundGain.disconnect(); this._soundGain = null; } if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } if (this._soundSource) { this._soundSource.disconnect(); this._soundSource = null; } this._audioBuffer = null; if (this._htmlAudioElement) { this._htmlAudioElement.pause(); this._htmlAudioElement.src = ""; document.body.removeChild(this._htmlAudioElement); } if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; Sound.prototype._soundLoaded = function (audioData) { var _this = this; this._isLoaded = true; BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) { _this._audioBuffer = buffer; _this._isReadyToPlay = true; if (_this.autoplay) { _this.play(); } if (_this._readyToPlayCallback) { _this._readyToPlayCallback(); } }, function () { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name); }); }; Sound.prototype.setAudioBuffer = function (audioBuffer) { if (BABYLON.Engine.audioEngine.canUseWebAudio) { this._audioBuffer = audioBuffer; this._isReadyToPlay = true; } }; Sound.prototype.updateOptions = function (options) { if (options) { this.loop = options.loop || this.loop; this.maxDistance = options.maxDistance || this.maxDistance; this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation; this.rolloffFactor = options.rolloffFactor || this.rolloffFactor; this.refDistance = options.refDistance || this.refDistance; this.distanceModel = options.distanceModel || this.distanceModel; this._playbackRate = options.playbackRate || this._playbackRate; this._updateSpatialParameters(); if (this.isPlaying) { if (this._streaming) { this._htmlAudioElement.playbackRate = this._playbackRate; } else { this._soundSource.playbackRate.value = this._playbackRate; } } } }; Sound.prototype._createSpatialParameters = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio) { if (this._scene.headphone) { this._panningModel = "HRTF"; } this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner(); this._updateSpatialParameters(); this._soundPanner.connect(this._ouputAudioNode); this._inputAudioNode = this._soundPanner; } }; Sound.prototype._updateSpatialParameters = function () { if (this.spatialSound) { if (this.useCustomAttenuation) { // Tricks to disable in a way embedded Web Audio attenuation this._soundPanner.distanceModel = "linear"; this._soundPanner.maxDistance = Number.MAX_VALUE; this._soundPanner.refDistance = 1; this._soundPanner.rolloffFactor = 1; this._soundPanner.panningModel = this._panningModel; } else { this._soundPanner.distanceModel = this.distanceModel; this._soundPanner.maxDistance = this.maxDistance; this._soundPanner.refDistance = this.refDistance; this._soundPanner.rolloffFactor = this.rolloffFactor; this._soundPanner.panningModel = this._panningModel; } } }; Sound.prototype.switchPanningModelToHRTF = function () { this._panningModel = "HRTF"; this._switchPanningModel(); }; Sound.prototype.switchPanningModelToEqualPower = function () { this._panningModel = "equalpower"; this._switchPanningModel(); }; Sound.prototype._switchPanningModel = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) { this._soundPanner.panningModel = this._panningModel; } }; Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) { if (BABYLON.Engine.audioEngine.canUseWebAudio) { if (this._isOutputConnected) { this._ouputAudioNode.disconnect(); } this._ouputAudioNode.connect(soundTrackAudioNode); this._isOutputConnected = true; } }; /** * Transform this sound into a directional source * @param coneInnerAngle Size of the inner cone in degree * @param coneOuterAngle Size of the outer cone in degree * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0) */ Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) { if (coneOuterAngle < coneInnerAngle) { BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); return; } this._coneInnerAngle = coneInnerAngle; this._coneOuterAngle = coneOuterAngle; this._coneOuterGain = coneOuterGain; this._isDirectional = true; if (this.isPlaying && this.loop) { this.stop(); this.play(); } }; Sound.prototype.setPosition = function (newPosition) { this._position = newPosition; if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) { this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z); } }; Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) { this._localDirection = newLocalDirection; if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) { this._updateDirection(); } }; Sound.prototype._updateDirection = function () { var mat = this._connectedMesh.getWorldMatrix(); var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); direction.normalize(); this._soundPanner.setOrientation(direction.x, direction.y, direction.z); }; Sound.prototype.updateDistanceFromListener = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) { var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera); this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor); } }; Sound.prototype.setAttenuationFunction = function (callback) { this._customAttenuationFunction = callback; }; /** * Play the sound * @param time (optional) Start the sound after X seconds. Start immediately (0) by default. */ Sound.prototype.play = function (time) { var _this = this; if (this._isReadyToPlay && this._scene.audioEnabled) { try { var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime; if (!this._soundSource || !this._streamingSource) { if (this.spatialSound) { this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z); if (this._isDirectional) { this._soundPanner.coneInnerAngle = this._coneInnerAngle; this._soundPanner.coneOuterAngle = this._coneOuterAngle; this._soundPanner.coneOuterGain = this._coneOuterGain; if (this._connectedMesh) { this._updateDirection(); } else { this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z); } } } } if (this._streaming) { if (!this._streamingSource) { this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement); this._htmlAudioElement.onended = function () { _this._onended(); }; this._htmlAudioElement.playbackRate = this._playbackRate; } this._streamingSource.disconnect(); this._streamingSource.connect(this._inputAudioNode); this._htmlAudioElement.play(); } else { this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource(); this._soundSource.buffer = this._audioBuffer; this._soundSource.connect(this._inputAudioNode); this._soundSource.loop = this.loop; this._soundSource.playbackRate.value = this._playbackRate; this._soundSource.onended = function () { _this._onended(); }; this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0); } this._startTime = startTime; this.isPlaying = true; this.isPaused = false; } catch (ex) { BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); } } }; Sound.prototype._onended = function () { this.isPlaying = false; if (this.onended) { this.onended(); } }; /** * Stop the sound * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default. */ Sound.prototype.stop = function (time) { if (this.isPlaying) { if (this._streaming) { this._htmlAudioElement.pause(); // Test needed for Firefox or it will generate an Invalid State Error if (this._htmlAudioElement.currentTime > 0) { this._htmlAudioElement.currentTime = 0; } } else { var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime; this._soundSource.stop(stopTime); } this.isPlaying = false; } }; Sound.prototype.pause = function () { if (this.isPlaying) { if (this._streaming) { this._htmlAudioElement.pause(); } else { this.stop(0); this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime; } this.isPaused = true; } }; Sound.prototype.setVolume = function (newVolume, time) { if (BABYLON.Engine.audioEngine.canUseWebAudio) { if (time) { this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime); this._soundGain.gain.linearRampToValueAtTime(newVolume, time); } else { this._soundGain.gain.value = newVolume; } } this._volume = newVolume; }; Sound.prototype.setPlaybackRate = function (newPlaybackRate) { this._playbackRate = newPlaybackRate; if (this.isPlaying) { if (this._streaming) { this._htmlAudioElement.playbackRate = this._playbackRate; } else { this._soundSource.playbackRate.value = this._playbackRate; } } }; Sound.prototype.getVolume = function () { return this._volume; }; Sound.prototype.attachToMesh = function (meshToConnectTo) { var _this = this; this._connectedMesh = meshToConnectTo; if (!this.spatialSound) { this.spatialSound = true; this._createSpatialParameters(); if (this.isPlaying && this.loop) { this.stop(); this.play(); } } this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh); this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); }; meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); }; Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) { this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld); if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) { this._updateDirection(); } }; return Sound; })(); BABYLON.Sound = Sound; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SoundTrack = (function () { function SoundTrack(scene, options) { this.id = -1; this._isMainTrack = false; this._isInitialized = false; this._scene = scene; this.soundCollection = new Array(); this._options = options; if (!this._isMainTrack) { this._scene.soundTracks.push(this); this.id = this._scene.soundTracks.length - 1; } } SoundTrack.prototype._initializeSoundTrackAudioGraph = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio) { this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain(); this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain); if (this._options) { if (this._options.volume) { this._outputAudioNode.gain.value = this._options.volume; } if (this._options.mainTrack) { this._isMainTrack = this._options.mainTrack; } } this._isInitialized = true; } }; SoundTrack.prototype.dispose = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } if (this._outputAudioNode) { this._outputAudioNode.disconnect(); } this._outputAudioNode = null; } }; SoundTrack.prototype.AddSound = function (sound) { if (!this._isInitialized) { this._initializeSoundTrackAudioGraph(); } if (BABYLON.Engine.audioEngine.canUseWebAudio) { sound.connectToSoundTrackAudioNode(this._outputAudioNode); } if (sound.soundTrackId) { if (sound.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(sound); } else { this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound); } } this.soundCollection.push(sound); sound.soundTrackId = this.id; }; SoundTrack.prototype.RemoveSound = function (sound) { var index = this.soundCollection.indexOf(sound); if (index !== -1) { this.soundCollection.splice(index, 1); } }; SoundTrack.prototype.setVolume = function (newVolume) { if (BABYLON.Engine.audioEngine.canUseWebAudio) { this._outputAudioNode.gain.value = newVolume; } }; SoundTrack.prototype.switchPanningModelToHRTF = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio) { for (var i = 0; i < this.soundCollection.length; i++) { this.soundCollection[i].switchPanningModelToHRTF(); } } }; SoundTrack.prototype.switchPanningModelToEqualPower = function () { if (BABYLON.Engine.audioEngine.canUseWebAudio) { for (var i = 0; i < this.soundCollection.length; i++) { this.soundCollection[i].switchPanningModelToEqualPower(); } } }; SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (BABYLON.Engine.audioEngine.canUseWebAudio) { this._outputAudioNode.disconnect(); this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain); } }; return SoundTrack; })(); BABYLON.SoundTrack = SoundTrack; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var DepthRenderer = (function () { function DepthRenderer(scene, type) { var _this = this; if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; } this._viewMatrix = BABYLON.Matrix.Zero(); this._projectionMatrix = BABYLON.Matrix.Zero(); this._transformMatrix = BABYLON.Matrix.Zero(); this._worldViewProjection = BABYLON.Matrix.Zero(); this._scene = scene; var engine = scene.getEngine(); // Render target this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type); this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._depthMap.refreshRate = 1; this._depthMap.renderParticles = false; this._depthMap.renderList = null; // set default depth value to 1.0 (far away) this._depthMap.onClear = function (engine) { engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true); }; // Custom render function var renderSubMesh = function (subMesh) { var mesh = subMesh.getRenderingMesh(); var scene = _this._scene; var engine = scene.getEngine(); // Culling engine.setState(subMesh.getMaterial().backFaceCulling); // Managing instances var batch = mesh._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null); if (_this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(_this._effect); mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode); var material = subMesh.getMaterial(); _this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); _this._effect.setFloat("far", scene.activeCamera.maxZ); // Alpha test if (material && material.needAlphaTesting()) { var alphaTexture = material.getAlphaTestTexture(); _this._effect.setTexture("diffuseSampler", alphaTexture); _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Draw mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); }); } }; this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) { var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } }; } DepthRenderer.prototype.isReady = function (subMesh, useInstances) { var defines = []; var attribs = [BABYLON.VertexBuffer.PositionKind]; var mesh = subMesh.getMesh(); var scene = mesh.getScene(); var material = subMesh.getMaterial(); // Alpha test if (material && material.needAlphaTesting()) { defines.push("#define ALPHATEST"); if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { attribs.push(BABYLON.VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { attribs.push(BABYLON.VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); if (mesh.numBoneInfluencers > 4) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind); } defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); } else { defines.push("#define NUM_BONE_INFLUENCERS 0"); } // Instances if (useInstances) { defines.push("#define INSTANCES"); attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join); } return this._effect.isReady(); }; DepthRenderer.prototype.getDepthMap = function () { return this._depthMap; }; // Methods DepthRenderer.prototype.dispose = function () { this._depthMap.dispose(); }; return DepthRenderer; })(); BABYLON.DepthRenderer = DepthRenderer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SSAORenderingPipeline = (function (_super) { __extends(SSAORenderingPipeline, _super); /** * @constructor * @param {string} name - The rendering pipeline name * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 } * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ function SSAORenderingPipeline(name, scene, ratio, cameras) { var _this = this; _super.call(this, scene.getEngine(), name); // Members /** * The PassPostProcess id in the pipeline that contains the original scene color * @type {string} */ this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect"; /** * The SSAO PostProcess id in the pipeline * @type {string} */ this.SSAORenderEffect = "SSAORenderEffect"; /** * The horizontal blur PostProcess id in the pipeline * @type {string} */ this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect"; /** * The vertical blur PostProcess id in the pipeline * @type {string} */ this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect"; /** * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect) * @type {string} */ this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect"; /** * The output strength of the SSAO post-process. Default value is 1.0. * @type {number} */ this.totalStrength = 1.0; /** * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006 * @type {number} */ this.radius = 0.0001; /** * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel * Must not be equal to fallOff and superior to fallOff. * Default value is 0.975 * @type {number} */ this.area = 0.0075; /** * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel * Must not be equal to area and inferior to area. * Default value is 0.0 * @type {number} */ this.fallOff = 0.000001; /** * The base color of the SSAO post-process * The final result is "base + ssao" between [0, 1] * @type {number} */ this.base = 0.5; this._firstUpdate = true; this._scene = scene; // Set up assets this._createRandomTexture(); this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on" var ssaoRatio = ratio.ssaoRatio || ratio; var combineRatio = ratio.combineRatio || ratio; this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false); this._createSSAOPostProcess(ssaoRatio); this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(1.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false); this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 1.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false); this._createSSAOCombinePostProcess(combineRatio); // Set up pipeline this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true)); // Finish scene.postProcessRenderPipelineManager.addPipeline(this); if (cameras) scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras); } // Public Methods /** * Returns the horizontal blur PostProcess * @return {BABYLON.BlurPostProcess} The horizontal blur post-process */ SSAORenderingPipeline.prototype.getBlurHPostProcess = function () { return this._blurHPostProcess; }; /** * Returns the vertical blur PostProcess * @return {BABYLON.BlurPostProcess} The vertical blur post-process */ SSAORenderingPipeline.prototype.getBlurVPostProcess = function () { return this._blurVPostProcess; }; /** * Removes the internal pipeline assets and detatches the pipeline from the scene cameras */ SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) { if (disableDepthRender === void 0) { disableDepthRender = false; } this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras); this._originalColorPostProcess = undefined; this._ssaoPostProcess = undefined; this._blurHPostProcess = undefined; this._blurVPostProcess = undefined; this._ssaoCombinePostProcess = undefined; this._randomTexture.dispose(); if (disableDepthRender) this._scene.disableDepthRenderer(); }; // Private Methods SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) { var _this = this; var numSamples = 16; var sampleSphere = [ 0.5381, 0.1856, -0.4319, 0.1379, 0.2486, 0.4430, 0.3371, 0.5679, -0.0057, -0.6999, -0.0451, -0.0019, 0.0689, -0.1598, -0.8547, 0.0560, 0.0069, -0.1843, -0.0146, 0.1402, 0.0762, 0.0100, -0.1924, -0.0344, -0.3577, -0.5301, -0.4358, -0.3169, 0.1063, 0.0158, 0.0103, -0.5869, 0.0046, -0.0897, -0.4940, 0.3287, 0.7119, -0.0154, -0.0918, -0.0533, 0.0596, -0.5411, 0.0352, -0.0631, 0.5460, -0.4776, 0.2847, -0.0271 ]; var samplesFactor = 1.0 / numSamples; this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [ "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff", "base" ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples); this._ssaoPostProcess.onApply = function (effect) { if (_this._firstUpdate) { effect.setArray3("sampleSphere", sampleSphere); effect.setFloat("samplesFactor", samplesFactor); effect.setFloat("randTextureTiles", 4.0); _this._firstUpdate = false; } effect.setFloat("totalStrength", _this.totalStrength); effect.setFloat("radius", _this.radius); effect.setFloat("area", _this.area); effect.setFloat("fallOff", _this.fallOff); effect.setFloat("base", _this.base); effect.setTexture("textureSampler", _this._depthTexture); effect.setTexture("randomSampler", _this._randomTexture); }; }; SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) { var _this = this; this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false); this._ssaoCombinePostProcess.onApply = function (effect) { effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess); }; }; SSAORenderingPipeline.prototype._createRandomTexture = function () { var size = 512; this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE); this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE; this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE; var context = this._randomTexture.getContext(); var rand = function (min, max) { return Math.random() * (max - min) + min; }; var randVector = BABYLON.Vector3.Zero(); for (var x = 0; x < size; x++) { for (var y = 0; y < size; y++) { randVector.x = Math.floor(rand(-1.0, 1.0) * 255); randVector.y = Math.floor(rand(-1.0, 1.0) * 255); randVector.z = Math.floor(rand(-1.0, 1.0) * 255); context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')'; context.fillRect(x, y, 1, 1); } } this._randomTexture.update(false); }; return SSAORenderingPipeline; })(BABYLON.PostProcessRenderPipeline); BABYLON.SSAORenderingPipeline = SSAORenderingPipeline; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html var VolumetricLightScatteringPostProcess = (function (_super) { __extends(VolumetricLightScatteringPostProcess, _super); /** * @constructor * @param {string} name - The post-process name * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering * @param {number} samples - The post-process quality, default 100 * @param {number} samplingMode - The post-process filtering mode * @param {BABYLON.Engine} engine - The babylon engine * @param {boolean} reusable - If the post-process is reusable * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided */ function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) { var _this = this; if (samples === void 0) { samples = 100; } if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; } _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples); this._screenCoordinates = BABYLON.Vector2.Zero(); /** * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false) * @type {boolean} */ this.useCustomMeshPosition = false; /** * If the post-process should inverse the light scattering direction * @type {boolean} */ this.invert = true; /** * Set to true to use the diffuseColor instead of the diffuseTexture * @type {boolean} */ this.useDiffuseColor = false; /** * Array containing the excluded meshes not rendered in the internal pass */ this.excludedMeshes = new Array(); /** * Controls the overall intensity of the post-process * @type {number} */ this.exposure = 0.3; /** * Dissipates each sample's contribution in range [0, 1] * @type {number} */ this.decay = 0.96815; /** * Controls the overall intensity of each sample * @type {number} */ this.weight = 0.58767; /** * Controls the density of each sample * @type {number} */ this.density = 0.926; scene = (camera === null) ? scene : camera.getScene(); // parameter "scene" can be null. this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine()); // Configure mesh this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene); // Configure this._createPass(scene, ratio.passRatio || ratio); this.onActivate = function (camera) { if (!_this.isSupported) { _this.dispose(camera); } _this.onActivate = null; }; this.onApply = function (effect) { _this._updateMeshScreenCoordinates(scene); effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT); effect.setFloat("exposure", _this.exposure); effect.setFloat("decay", _this.decay); effect.setFloat("weight", _this.weight); effect.setFloat("density", _this.density); effect.setVector2("meshPositionOnScreen", _this._screenCoordinates); }; } VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) { var mesh = subMesh.getMesh(); var defines = []; var attribs = [BABYLON.VertexBuffer.PositionKind]; var material = subMesh.getMaterial(); var needUV = false; // Render this.mesh as default if (mesh === this.mesh) { if (this.useDiffuseColor) { defines.push("#define DIFFUSE_COLOR_RENDER"); } else if (material) { if (material.diffuseTexture !== undefined) { defines.push("#define BASIC_RENDER"); } else { defines.push("#define DIFFUSE_COLOR_RENDER"); } } defines.push("#define NEED_UV"); needUV = true; } // Alpha test if (material) { if (material.needAlphaTesting()) { defines.push("#define ALPHATEST"); } if (material.opacityTexture !== undefined) { defines.push("#define OPACITY"); if (material.opacityTexture.getAlphaFromRGB) { defines.push("#define OPACITYRGB"); } if (!needUV) { defines.push("#define NEED_UV"); } } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { attribs.push(BABYLON.VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { attribs.push(BABYLON.VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); } else { defines.push("#define NUM_BONE_INFLUENCERS 0"); } // Instances if (useInstances) { defines.push("#define INSTANCES"); attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel", "color"], ["diffuseSampler", "opacitySampler"], join); } return this._volumetricLightScatteringPass.isReady(); }; /** * Sets the new light position for light scattering effect * @param {BABYLON.Vector3} The new custom light position */ VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) { this._customMeshPosition = position; }; /** * Returns the light position for light scattering effect * @return {BABYLON.Vector3} The custom light position */ VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () { return this._customMeshPosition; }; /** * Disposes the internal assets and detaches the post-process from the camera */ VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) { var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT); if (rttIndex !== -1) { camera.getScene().customRenderTargets.splice(rttIndex, 1); } this._volumetricLightScatteringRTT.dispose(); _super.prototype.dispose.call(this, camera); }; /** * Returns the render target texture used by the post-process * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process */ VolumetricLightScatteringPostProcess.prototype.getPass = function () { return this._volumetricLightScatteringRTT; }; // Private methods VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) { if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) { return true; } return false; }; VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) { var _this = this; var engine = scene.getEngine(); this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT); this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._volumetricLightScatteringRTT.renderList = null; this._volumetricLightScatteringRTT.renderParticles = false; scene.customRenderTargets.push(this._volumetricLightScatteringRTT); // Custom render function for submeshes var renderSubMesh = function (subMesh) { var mesh = subMesh.getRenderingMesh(); if (_this._meshExcluded(mesh)) { return; } var scene = mesh.getScene(); var engine = scene.getEngine(); // Culling engine.setState(subMesh.getMaterial().backFaceCulling); // Managing instances var batch = mesh._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null); if (_this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(_this._volumetricLightScatteringPass); mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode); var material = subMesh.getMaterial(); _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix()); // Alpha test if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) { var alphaTexture = material.getAlphaTestTexture(); if ((_this.useDiffuseColor || alphaTexture === undefined) && mesh === _this.mesh) { _this._volumetricLightScatteringPass.setColor3("color", material.diffuseColor); } if (material.needAlphaTesting() || (mesh === _this.mesh && alphaTexture && !_this.useDiffuseColor)) { _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture); if (alphaTexture) { _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } } if (material.opacityTexture !== undefined) { _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture); _this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level); } } // Bones if (mesh.useBones && mesh.computeBonesUsingShaders) { _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Draw mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); }); } }; // Render target texture callbacks var savedSceneClearColor; var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0); this._volumetricLightScatteringRTT.onBeforeRender = function () { savedSceneClearColor = scene.clearColor; scene.clearColor = sceneClearColor; }; this._volumetricLightScatteringRTT.onAfterRender = function () { scene.clearColor = savedSceneClearColor; }; this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) { var engine = scene.getEngine(); var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } engine.setAlphaTesting(true); for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } engine.setAlphaTesting(false); if (transparentSubMeshes.length) { // Sort sub meshes for (index = 0; index < transparentSubMeshes.length; index++) { var submesh = transparentSubMeshes.data[index]; submesh._alphaIndex = submesh.getMesh().alphaIndex; submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length(); } var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length); sortedArray.sort(function (a, b) { // Alpha index first if (a._alphaIndex > b._alphaIndex) { return 1; } if (a._alphaIndex < b._alphaIndex) { return -1; } // Then distance to camera if (a._distanceToCamera < b._distanceToCamera) { return 1; } if (a._distanceToCamera > b._distanceToCamera) { return -1; } return 0; }); // Render sub meshes engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); for (index = 0; index < sortedArray.length; index++) { renderSubMesh(sortedArray[index]); } engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); } }; }; VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) { var transform = scene.getTransformMatrix(); var meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position; var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort); this._screenCoordinates.x = pos.x / this._viewPort.width; this._screenCoordinates.y = pos.y / this._viewPort.height; if (this.invert) this._screenCoordinates.y = 1.0 - this._screenCoordinates.y; }; // Static methods /** * Creates a default mesh for the Volumeric Light Scattering post-process * @param {string} The mesh name * @param {BABYLON.Scene} The scene where to create the mesh * @return {BABYLON.Mesh} the default mesh */ VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) { var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene); mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL; mesh.material = new BABYLON.StandardMaterial(name + "Material", scene); return mesh; }; return VolumetricLightScatteringPostProcess; })(BABYLON.PostProcess); BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess; })(BABYLON || (BABYLON = {})); // BABYLON.JS Chromatic Aberration GLSL Shader // Author: Olivier Guyot // Separates very slightly R, G and B colors on the edges of the screen // Inspired by Francois Tarlier & Martins Upitis var BABYLON; (function (BABYLON) { var LensRenderingPipeline = (function (_super) { __extends(LensRenderingPipeline, _super); /** * @constructor * * Effect parameters are as follow: * { * chromatic_aberration: number; // from 0 to x (1 for realism) * edge_blur: number; // from 0 to x (1 for realism) * distortion: number; // from 0 to x (1 for realism) * grain_amount: number; // from 0 to 1 * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default) * dof_aperture: number; // depth-of-field: focus blur bias (default: 1) * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default) * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default) * dof_threshold: number; // depth-of-field: highlights threshold (default: 1) * blur_noise: boolean; // add a little bit of noise to the blur (default: true) * } * Note: if an effect parameter is unset, effect is disabled * * @param {string} name - The rendering pipeline name * @param {object} parameters - An object containing all parameters (see above) * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ function LensRenderingPipeline(name, parameters, scene, ratio, cameras) { var _this = this; if (ratio === void 0) { ratio = 1.0; } _super.call(this, scene.getEngine(), name); // Lens effects can be of the following: // - chromatic aberration (slight shift of RGB colors) // - blur on the edge of the lens // - lens distortion // - depth-of-field blur & highlights enhancing // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas) // - grain effect (noise or custom texture) // Two additional texture samplers are needed: // - depth map (for depth-of-field) // - grain texture /** * The chromatic aberration PostProcess id in the pipeline * @type {string} */ this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect"; /** * The highlights enhancing PostProcess id in the pipeline * @type {string} */ this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect"; /** * The depth-of-field PostProcess id in the pipeline * @type {string} */ this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect"; this._scene = scene; // Fetch texture samplers this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on" if (parameters.grain_texture) { this._grainTexture = parameters.grain_texture; } else { this._createGrainTexture(); } // save parameters this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0; this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0; this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0; this._distortion = parameters.distortion ? parameters.distortion : 0; this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1; this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1; this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1; this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1; this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0; this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true; this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true; // Create effects this._createChromaticAberrationPostProcess(ratio); this._createHighlightsPostProcess(ratio); this._createDepthOfFieldPostProcess(ratio / 4); // Set up pipeline this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true)); if (this._highlightsGain === -1) { this._disableEffect(this.HighlightsEnhancingEffect, null); } // Finish scene.postProcessRenderPipelineManager.addPipeline(this); if (cameras) { scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras); } } // public methods (self explanatory) LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; }; LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; }; LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; }; LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; }; LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; }; LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; }; LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; }; LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; }; LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; }; LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; }; LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; }; LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; }; LensRenderingPipeline.prototype.enablePentagonBokeh = function () { this._highlightsPostProcess.updateEffect("#define PENTAGON\n"); }; LensRenderingPipeline.prototype.disablePentagonBokeh = function () { this._highlightsPostProcess.updateEffect(); }; LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; }; LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; }; LensRenderingPipeline.prototype.setHighlightsGain = function (amount) { this._highlightsGain = amount; }; LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) { if (this._highlightsGain === -1) { this._highlightsGain = 1.0; } this._highlightsThreshold = amount; }; LensRenderingPipeline.prototype.disableHighlights = function () { this._highlightsGain = -1; }; /** * Removes the internal pipeline assets and detaches the pipeline from the scene cameras */ LensRenderingPipeline.prototype.dispose = function (disableDepthRender) { if (disableDepthRender === void 0) { disableDepthRender = false; } this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras); this._chromaticAberrationPostProcess = undefined; this._highlightsPostProcess = undefined; this._depthOfFieldPostProcess = undefined; this._grainTexture.dispose(); if (disableDepthRender) this._scene.disableDepthRenderer(); }; // colors shifting and distortion LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) { var _this = this; this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], // uniforms [], // samplers ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false); this._chromaticAberrationPostProcess.onApply = function (effect) { effect.setFloat('chromatic_aberration', _this._chromaticAberration); effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width); effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height); }; }; // highlights enhancing LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) { var _this = this; this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms [], // samplers ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : ""); this._highlightsPostProcess.onApply = function (effect) { effect.setFloat('gain', _this._highlightsGain); effect.setFloat('threshold', _this._highlightsThreshold); effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess); effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width); effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height); }; }; // colors shifting and distortion LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) { var _this = this; this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [ "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled", "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far" ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false); this._depthOfFieldPostProcess.onApply = function (effect) { effect.setTexture("depthSampler", _this._depthTexture); effect.setTexture("grainSampler", _this._grainTexture); effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess); effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess); effect.setFloat('grain_amount', _this._grainAmount); effect.setBool('blur_noise', _this._blurNoise); effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width); effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height); effect.setFloat('distortion', _this._distortion); effect.setBool('dof_enabled', (_this._dofDistance !== -1)); effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance)); effect.setFloat('aperture', _this._dofAperture); effect.setFloat('darken', _this._dofDarken); effect.setFloat('edge_blur', _this._edgeBlur); effect.setBool('highlights', (_this._highlightsGain !== -1)); effect.setFloat('near', _this._scene.activeCamera.minZ); effect.setFloat('far', _this._scene.activeCamera.maxZ); }; }; // creates a black and white random noise texture, 512x512 LensRenderingPipeline.prototype._createGrainTexture = function () { var size = 512; this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE); this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE; this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE; var context = this._grainTexture.getContext(); var rand = function (min, max) { return Math.random() * (max - min) + min; }; var value; for (var x = 0; x < size; x++) { for (var y = 0; y < size; y++) { value = Math.floor(rand(0.42, 0.58) * 255); context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')'; context.fillRect(x, y, 1, 1); } } this._grainTexture.update(false); }; return LensRenderingPipeline; })(BABYLON.PostProcessRenderPipeline); BABYLON.LensRenderingPipeline = LensRenderingPipeline; })(BABYLON || (BABYLON = {})); // // This post-process allows the modification of rendered colors by using // a 'look-up table' (LUT). This effect is also called Color Grading. // // The object needs to be provided an url to a texture containing the color // look-up table: the texture must be 256 pixels wide and 16 pixels high. // Use an image editing software to tweak the LUT to match your needs. // // For an example of a color LUT, see here: // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png // For explanations on color grading, see here: // http://udn.epicgames.com/Three/ColorGrading.html // var BABYLON; (function (BABYLON) { var ColorCorrectionPostProcess = (function (_super) { __extends(ColorCorrectionPostProcess, _super); function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) { var _this = this; _super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable); this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE); this._colorTableTexture.anisotropicFilteringLevel = 1; this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this.onApply = function (effect) { effect.setTexture("colorTable", _this._colorTableTexture); }; } return ColorCorrectionPostProcess; })(BABYLON.PostProcess); BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var AnaglyphFreeCamera = (function (_super) { __extends(AnaglyphFreeCamera, _super); function AnaglyphFreeCamera(name, position, interaxialDistance, scene) { _super.call(this, name, position, scene); this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance }); } return AnaglyphFreeCamera; })(BABYLON.FreeCamera); BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera; var AnaglyphArcRotateCamera = (function (_super) { __extends(AnaglyphArcRotateCamera, _super); function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) { _super.call(this, name, alpha, beta, radius, target, scene); this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance }); } return AnaglyphArcRotateCamera; })(BABYLON.ArcRotateCamera); BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera; var AnaglyphGamepadCamera = (function (_super) { __extends(AnaglyphGamepadCamera, _super); function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) { _super.call(this, name, position, scene); this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance }); } return AnaglyphGamepadCamera; })(BABYLON.GamepadCamera); BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera; var StereoscopicFreeCamera = (function (_super) { __extends(StereoscopicFreeCamera, _super); function StereoscopicFreeCamera(name, position, interaxialDistance, isSideBySide, scene) { _super.call(this, name, position, scene); this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance }); } return StereoscopicFreeCamera; })(BABYLON.FreeCamera); BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera; var StereoscopicArcRotateCamera = (function (_super) { __extends(StereoscopicArcRotateCamera, _super); function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isSideBySide, scene) { _super.call(this, name, alpha, beta, radius, target, scene); this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance }); } return StereoscopicArcRotateCamera; })(BABYLON.ArcRotateCamera); BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera; var StereoscopicGamepadCamera = (function (_super) { __extends(StereoscopicGamepadCamera, _super); function StereoscopicGamepadCamera(name, position, interaxialDistance, isSideBySide, scene) { _super.call(this, name, position, scene); this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance }); } return StereoscopicGamepadCamera; })(BABYLON.GamepadCamera); BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var HDRRenderingPipeline = (function (_super) { __extends(HDRRenderingPipeline, _super); /** * @constructor * @param {string} name - The rendering pipeline name * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {any} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ function HDRRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) { var _this = this; if (originalPostProcess === void 0) { originalPostProcess = null; } _super.call(this, scene.getEngine(), name); /** * Public members */ // Gaussian Blur /** * Gaussian blur coefficient * @type {number} */ this.gaussCoeff = 0.3; /** * Gaussian blur mean * @type {number} */ this.gaussMean = 1.0; /** * Gaussian blur standard deviation * @type {number} */ this.gaussStandDev = 0.8; /** * Gaussian blur multiplier. Multiplies the blur effect * @type {number} */ this.gaussMultiplier = 4.0; // HDR /** * Exposure, controls the overall intensity of the pipeline * @type {number} */ this.exposure = 1.0; /** * Minimum luminance that the post-process can output. Luminance is >= 0 * @type {number} */ this.minimumLuminance = 1.0; /** * Maximum luminance that the post-process can output. Must be suprerior to minimumLuminance * @type {number} */ this.maximumLuminance = 1e20; /** * Increase rate for luminance: eye adaptation speed to dark * @type {number} */ this.luminanceIncreaserate = 0.5; /** * Decrease rate for luminance: eye adaptation speed to bright * @type {number} */ this.luminanceDecreaseRate = 0.5; // Bright pass /** * Minimum luminance needed to compute HDR * @type {number} */ this.brightThreshold = 0.8; this._needUpdate = true; this._scene = scene; // Bright pass this._createBrightPassPostProcess(scene, ratio); // Down sample X4 this._createDownSampleX4PostProcess(scene, ratio); // Create gaussian blur post-processes this._createGaussianBlurPostProcess(scene, ratio); // Texture adder this._createTextureAdderPostProcess(scene, ratio); // Luminance generator this._createLuminanceGeneratorPostProcess(scene); // HDR this._createHDRPostProcess(scene, ratio); // Pass postprocess if (originalPostProcess === null) { this._originalPostProcess = new BABYLON.PassPostProcess("hdr", ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false); } else { this._originalPostProcess = originalPostProcess; } // Configure pipeline this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this._originalPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this._brightPassPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this._downSampleX4PostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRGaussianBlurH", function () { return _this._guassianBlurHPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRGaussianBlurV", function () { return _this._guassianBlurVPostProcess; }, true)); this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this._textureAdderPostProcess; }, true)); var addDownSamplerPostProcess = function (id) { _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampler" + id, function () { return _this._downSamplePostProcesses[id]; }, true)); }; for (var i = HDRRenderingPipeline.LUM_STEPS - 1; i >= 0; i--) { addDownSamplerPostProcess(i); } this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this._hdrPostProcess; }, true)); // Finish scene.postProcessRenderPipelineManager.addPipeline(this); if (cameras !== null) { scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras); } this.update(); } /** * Tells the pipeline to update its post-processes */ HDRRenderingPipeline.prototype.update = function () { this._needUpdate = true; }; /** * Returns the current calculated luminance */ HDRRenderingPipeline.prototype.getCurrentLuminance = function () { return this._hdrCurrentLuminance; }; /** * Returns the currently drawn luminance */ HDRRenderingPipeline.prototype.getOutputLuminance = function () { return this._hdrOutputLuminance; }; /** * Releases the rendering pipeline and its internal effects. Detaches pipeline from cameras */ HDRRenderingPipeline.prototype.dispose = function () { this._originalPostProcess = undefined; this._brightPassPostProcess = undefined; this._downSampleX4PostProcess = undefined; this._guassianBlurHPostProcess = undefined; this._guassianBlurVPostProcess = undefined; this._textureAdderPostProcess = undefined; for (var i = HDRRenderingPipeline.LUM_STEPS - 1; i >= 0; i--) { this._downSamplePostProcesses[i] = undefined; } this._hdrPostProcess = undefined; this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras); }; /** * Creates the HDR post-process and computes the luminance adaptation */ HDRRenderingPipeline.prototype._createHDRPostProcess = function (scene, ratio) { var _this = this; var hdrLastLuminance = 0.0; this._hdrOutputLuminance = -1.0; this._hdrCurrentLuminance = 1.0; this._hdrPostProcess = new BABYLON.PostProcess("hdr", "hdr", ["exposure", "avgLuminance"], ["otherSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define HDR"); this._hdrPostProcess.onApply = function (effect) { if (_this._hdrOutputLuminance < 0.0) { _this._hdrOutputLuminance = _this._hdrCurrentLuminance; } else { var dt = (hdrLastLuminance - (hdrLastLuminance + scene.getEngine().getDeltaTime())) / 1000.0; if (_this._hdrCurrentLuminance < _this._hdrOutputLuminance + _this.luminanceDecreaseRate * dt) { _this._hdrOutputLuminance += _this.luminanceDecreaseRate * dt; } else if (_this._hdrCurrentLuminance > _this._hdrOutputLuminance - _this.luminanceIncreaserate * dt) { _this._hdrOutputLuminance -= _this.luminanceIncreaserate * dt; } else { _this._hdrOutputLuminance = _this._hdrCurrentLuminance; } } _this._hdrOutputLuminance = BABYLON.Tools.Clamp(_this._hdrOutputLuminance, _this.minimumLuminance, _this.maximumLuminance); hdrLastLuminance += scene.getEngine().getDeltaTime(); effect.setTextureFromPostProcess("textureSampler", _this._textureAdderPostProcess); effect.setTextureFromPostProcess("otherSampler", _this._originalPostProcess); effect.setFloat("exposure", _this.exposure); effect.setFloat("avgLuminance", _this._hdrOutputLuminance); _this._needUpdate = false; }; }; /** * Texture Adder post-process */ HDRRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) { var _this = this; this._textureAdderPostProcess = new BABYLON.PostProcess("hdr", "hdr", [], ["otherSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define TEXTURE_ADDER"); this._textureAdderPostProcess.onApply = function (effect) { effect.setTextureFromPostProcess("otherSampler", _this._originalPostProcess); }; }; /** * Down sample X4 post-process */ HDRRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) { var _this = this; var downSampleX4Offsets = new Array(32); this._downSampleX4PostProcess = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets"], [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DOWN_SAMPLE_X4"); this._downSampleX4PostProcess.onApply = function (effect) { if (_this._needUpdate) { var id = 0; for (var i = -2; i < 2; i++) { for (var j = -2; j < 2; j++) { downSampleX4Offsets[id] = (i + 0.5) * (1.0 / _this._downSampleX4PostProcess.width); downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / _this._downSampleX4PostProcess.height); id += 2; } } } effect.setArray2("dsOffsets", downSampleX4Offsets); }; }; /** * Bright pass post-process */ HDRRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) { var _this = this; var brightOffsets = new Array(8); var brightPassCallback = function (effect) { if (_this._needUpdate) { var sU = (1.0 / _this._brightPassPostProcess.width); var sV = (1.0 / _this._brightPassPostProcess.height); brightOffsets[0] = -0.5 * sU; brightOffsets[1] = 0.5 * sV; brightOffsets[2] = 0.5 * sU; brightOffsets[3] = 0.5 * sV; brightOffsets[4] = -0.5 * sU; brightOffsets[5] = -0.5 * sV; brightOffsets[6] = 0.5 * sU; brightOffsets[7] = -0.5 * sV; } effect.setArray2("dsOffsets", brightOffsets); effect.setFloat("brightThreshold", _this.brightThreshold); }; this._brightPassPostProcess = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets", "brightThreshold"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define BRIGHT_PASS"); this._brightPassPostProcess.onApply = brightPassCallback; }; /** * Luminance generator. Creates the luminance post-process and down sample post-processes */ HDRRenderingPipeline.prototype._createLuminanceGeneratorPostProcess = function (scene) { var _this = this; var lumSteps = HDRRenderingPipeline.LUM_STEPS; var luminanceOffsets = new Array(8); var downSampleOffsets = new Array(18); var halfDestPixelSize; this._downSamplePostProcesses = new Array(lumSteps); // Utils for luminance var luminanceUpdateSourceOffsets = function (width, height) { var sU = (1.0 / width); var sV = (1.0 / height); luminanceOffsets[0] = -0.5 * sU; luminanceOffsets[1] = 0.5 * sV; luminanceOffsets[2] = 0.5 * sU; luminanceOffsets[3] = 0.5 * sV; luminanceOffsets[4] = -0.5 * sU; luminanceOffsets[5] = -0.5 * sV; luminanceOffsets[6] = 0.5 * sU; luminanceOffsets[7] = -0.5 * sV; }; var luminanceUpdateDestOffsets = function (width, height) { var id = 0; for (var x = -1; x < 2; x++) { for (var y = -1; y < 2; y++) { downSampleOffsets[id] = (x) / width; downSampleOffsets[id + 1] = (y) / height; id += 2; } } }; // Luminance callback var luminanceCallback = function (effect) { if (_this._needUpdate) { luminanceUpdateSourceOffsets(_this._textureAdderPostProcess.width, _this._textureAdderPostProcess.height); } effect.setTextureFromPostProcess("textureSampler", _this._textureAdderPostProcess); effect.setArray2("lumOffsets", luminanceOffsets); }; // Down sample callbacks var downSampleCallback = function (indice) { var i = indice; return function (effect) { luminanceUpdateSourceOffsets(_this._downSamplePostProcesses[i].width, _this._downSamplePostProcesses[i].height); luminanceUpdateDestOffsets(_this._downSamplePostProcesses[i].width, _this._downSamplePostProcesses[i].height); halfDestPixelSize = 0.5 / _this._downSamplePostProcesses[i].width; effect.setTextureFromPostProcess("textureSampler", _this._downSamplePostProcesses[i + 1]); effect.setFloat("halfDestPixelSize", halfDestPixelSize); effect.setArray2("dsOffsets", downSampleOffsets); }; }; var downSampleAfterRenderCallback = function (effect) { // Unpack result var pixel = scene.getEngine().readPixels(0, 0, 1, 1); var bit_shift = new BABYLON.Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0); _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0; }; // Create luminance post-process var ratio = { width: Math.pow(3, lumSteps - 1), height: Math.pow(3, lumSteps - 1) }; this._downSamplePostProcesses[lumSteps - 1] = new BABYLON.PostProcess("hdr", "hdr", ["lumOffsets"], [], ratio, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE_GENERATOR", BABYLON.Engine.TEXTURETYPE_FLOAT); this._downSamplePostProcesses[lumSteps - 1].onApply = luminanceCallback; // Create down sample post-processes for (var i = lumSteps - 2; i >= 0; i--) { var length = Math.pow(3, i); ratio = { width: length, height: length }; var defines = "#define DOWN_SAMPLE\n"; if (i === 0) { defines += "#define FINAL_DOWN_SAMPLE\n"; // To pack the result } this._downSamplePostProcesses[i] = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets", "halfDestPixelSize"], [], ratio, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, scene.getEngine(), false, defines, BABYLON.Engine.TEXTURETYPE_FLOAT); this._downSamplePostProcesses[i].onApply = downSampleCallback(i); if (i === 0) { this._downSamplePostProcesses[i].onAfterRender = downSampleAfterRenderCallback; } } }; /** * Gaussian blur post-processes. Horizontal and Vertical */ HDRRenderingPipeline.prototype._createGaussianBlurPostProcess = function (scene, ratio) { var _this = this; var blurOffsetsW = new Array(9); var blurOffsetsH = new Array(9); var blurWeights = new Array(9); var uniforms = ["blurOffsets", "blurWeights", "multiplier"]; // Utils for gaussian blur var calculateBlurOffsets = function (height) { var lastOutputDimensions = { width: scene.getEngine().getRenderWidth(), height: scene.getEngine().getRenderHeight() }; for (var i = 0; i < 9; i++) { var value = (i - 4.0) * (1.0 / (height === true ? lastOutputDimensions.height : lastOutputDimensions.width)); if (height) { blurOffsetsH[i] = value; } else { blurOffsetsW[i] = value; } } }; var calculateWeights = function () { var x = 0.0; for (var i = 0; i < 9; i++) { x = (i - 4.0) / 4.0; blurWeights[i] = _this.gaussCoeff * (1.0 / Math.sqrt(2.0 * Math.PI * _this.gaussStandDev)) * Math.exp((-((x - _this.gaussMean) * (x - _this.gaussMean))) / (2.0 * _this.gaussStandDev * _this.gaussStandDev)); } }; // Callback var gaussianBlurCallback = function (height) { return function (effect) { if (_this._needUpdate) { calculateWeights(); calculateBlurOffsets(height); } effect.setArray("blurOffsets", height ? blurOffsetsH : blurOffsetsW); effect.setArray("blurWeights", blurWeights); effect.setFloat("multiplier", _this.gaussMultiplier); }; }; // Create horizontal gaussian blur post-processes this._guassianBlurHPostProcess = new BABYLON.PostProcess("hdr", "hdr", uniforms, [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define GAUSSIAN_BLUR_H"); this._guassianBlurHPostProcess.onApply = gaussianBlurCallback(false); // Create vertical gaussian blur post-process this._guassianBlurVPostProcess = new BABYLON.PostProcess("hdr", "hdr", uniforms, [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define GAUSSIAN_BLUR_V"); this._guassianBlurVPostProcess.onApply = gaussianBlurCallback(true); }; // Luminance generator HDRRenderingPipeline.LUM_STEPS = 6; return HDRRenderingPipeline; })(BABYLON.PostProcessRenderPipeline); BABYLON.HDRRenderingPipeline = HDRRenderingPipeline; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var FaceAdjacencies = (function () { function FaceAdjacencies() { this.edges = new Array(); this.edgesConnectedCount = 0; } return FaceAdjacencies; })(); var EdgesRenderer = (function () { // Beware when you use this class with complex objects as the adjacencies computation can be really long function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) { if (epsilon === void 0) { epsilon = 0.95; } if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; } this._linesPositions = new Array(); this._linesNormals = new Array(); this._linesIndices = new Array(); this._buffers = new Array(); this._checkVerticesInsteadOfIndices = false; this._source = source; this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices; this._epsilon = epsilon; this._prepareRessources(); this._generateEdgesLines(); } EdgesRenderer.prototype._prepareRessources = function () { if (this._lineShader) { return; } this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", { attributes: ["position", "normal"], uniforms: ["worldViewProjection", "color", "width", "aspectRatio"] }); this._lineShader.disableDepthWrite = true; this._lineShader.backFaceCulling = false; }; EdgesRenderer.prototype.dispose = function () { this._vb0.dispose(); this._vb1.dispose(); this._source.getScene().getEngine()._releaseBuffer(this._ib); this._lineShader.dispose(); }; EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) { if (pa === p0 && pb === p1 || pa === p1 && pb === p0) { return 0; } if (pa === p1 && pb === p2 || pa === p2 && pb === p1) { return 1; } if (pa === p2 && pb === p0 || pa === p0 && pb === p2) { return 2; } return -1; }; EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) { if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) { return 0; } if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) { return 1; } if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) { return 2; } return -1; }; EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) { var needToCreateLine; if (edge === undefined) { needToCreateLine = true; } else { var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]); needToCreateLine = dotProduct < this._epsilon; } if (needToCreateLine) { var offset = this._linesPositions.length / 3; var normal = p0.subtract(p1); normal.normalize(); // Positions this._linesPositions.push(p0.x); this._linesPositions.push(p0.y); this._linesPositions.push(p0.z); this._linesPositions.push(p0.x); this._linesPositions.push(p0.y); this._linesPositions.push(p0.z); this._linesPositions.push(p1.x); this._linesPositions.push(p1.y); this._linesPositions.push(p1.z); this._linesPositions.push(p1.x); this._linesPositions.push(p1.y); this._linesPositions.push(p1.z); // Normals this._linesNormals.push(p1.x); this._linesNormals.push(p1.y); this._linesNormals.push(p1.z); this._linesNormals.push(-1); this._linesNormals.push(p1.x); this._linesNormals.push(p1.y); this._linesNormals.push(p1.z); this._linesNormals.push(1); this._linesNormals.push(p0.x); this._linesNormals.push(p0.y); this._linesNormals.push(p0.z); this._linesNormals.push(-1); this._linesNormals.push(p0.x); this._linesNormals.push(p0.y); this._linesNormals.push(p0.z); this._linesNormals.push(1); // Indices this._linesIndices.push(offset); this._linesIndices.push(offset + 1); this._linesIndices.push(offset + 2); this._linesIndices.push(offset); this._linesIndices.push(offset + 2); this._linesIndices.push(offset + 3); } }; EdgesRenderer.prototype._generateEdgesLines = function () { var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind); var indices = this._source.getIndices(); // First let's find adjacencies var adjacencies = new Array(); var faceNormals = new Array(); var index; var faceAdjacencies; // Prepare faces for (index = 0; index < indices.length; index += 3) { faceAdjacencies = new FaceAdjacencies(); var p0Index = indices[index]; var p1Index = indices[index + 1]; var p2Index = indices[index + 2]; faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]); faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]); faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]); var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1)); faceNormal.normalize(); faceNormals.push(faceNormal); adjacencies.push(faceAdjacencies); } // Scan for (index = 0; index < adjacencies.length; index++) { faceAdjacencies = adjacencies[index]; for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) { var otherFaceAdjacencies = adjacencies[otherIndex]; if (faceAdjacencies.edgesConnectedCount === 3) { break; } if (otherFaceAdjacencies.edgesConnectedCount === 3) { continue; } var otherP0 = indices[otherIndex * 3]; var otherP1 = indices[otherIndex * 3 + 1]; var otherP2 = indices[otherIndex * 3 + 2]; for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) { var otherEdgeIndex; if (faceAdjacencies.edges[edgeIndex] !== undefined) { continue; } switch (edgeIndex) { case 0: if (this._checkVerticesInsteadOfIndices) { otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2); } else { otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2); } break; case 1: if (this._checkVerticesInsteadOfIndices) { otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2); } else { otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2); } break; case 2: if (this._checkVerticesInsteadOfIndices) { otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2); } else { otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2); } break; } if (otherEdgeIndex === -1) { continue; } faceAdjacencies.edges[edgeIndex] = otherIndex; otherFaceAdjacencies.edges[otherEdgeIndex] = index; faceAdjacencies.edgesConnectedCount++; otherFaceAdjacencies.edgesConnectedCount++; if (faceAdjacencies.edgesConnectedCount === 3) { break; } } } } // Create lines for (index = 0; index < adjacencies.length; index++) { // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon var current = adjacencies[index]; this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1); this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2); this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0); } // Merge into a single mesh var engine = this._source.getScene().getEngine(); this._vb0 = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false); this._vb1 = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4); this._buffers[BABYLON.VertexBuffer.PositionKind] = this._vb0; this._buffers[BABYLON.VertexBuffer.NormalKind] = this._vb1; this._ib = engine.createIndexBuffer(this._linesIndices); this._indicesCount = this._linesIndices.length; }; EdgesRenderer.prototype.render = function () { if (!this._lineShader.isReady()) { return; } var scene = this._source.getScene(); var engine = scene.getEngine(); this._lineShader._preBind(); // VBOs engine.bindMultiBuffers(this._buffers, this._ib, this._lineShader.getEffect()); scene.resetCachedMaterial(); this._lineShader.setColor4("color", this._source.edgesColor); this._lineShader.setFloat("width", this._source.edgesWidth / 50.0); this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera)); this._lineShader.bind(this._source.getWorldMatrix()); // Draw order engine.draw(true, 0, this._indicesCount); this._lineShader.unbind(); engine.setDepthWrite(true); }; return EdgesRenderer; })(); BABYLON.EdgesRenderer = EdgesRenderer; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { (function (TonemappingOperator) { TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable"; TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard"; TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson"; TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic"; })(BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {})); var TonemappingOperator = BABYLON.TonemappingOperator; ; var TonemapPostProcess = (function (_super) { __extends(TonemapPostProcess, _super); function TonemapPostProcess(name, operator, exposureAdjustment, camera, samplingMode, engine, textureFormat) { var _this = this; if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; } if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; } this._operator = operator; this._exposureAdjustment = exposureAdjustment; var params = ["_ExposureAdjustment"]; var defines = "#define "; if (operator === TonemappingOperator.Hable) defines += "HABLE_TONEMAPPING"; else if (operator === TonemappingOperator.Reinhard) defines += "REINHARD_TONEMAPPING"; else if (operator === TonemappingOperator.HejiDawson) defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING"; else if (operator === TonemappingOperator.Photographic) defines += "PHOTOGRAPHIC_TONEMAPPING"; _super.call(this, name, "tonemap", params, null, 1.0, camera, samplingMode, engine, true, defines, textureFormat); this.onApply = function (effect) { effect.setFloat("_ExposureAdjustment", _this._exposureAdjustment); }; } return TonemapPostProcess; })(BABYLON.PostProcess); BABYLON.TonemapPostProcess = TonemapPostProcess; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var ReflectionProbe = (function () { function ReflectionProbe(name, size, scene, generateMipMaps) { var _this = this; if (generateMipMaps === void 0) { generateMipMaps = true; } this.name = name; this._viewMatrix = BABYLON.Matrix.Identity(); this._target = BABYLON.Vector3.Zero(); this._add = BABYLON.Vector3.Zero(); this.position = BABYLON.Vector3.Zero(); this._scene = scene; this._scene.reflectionProbes.push(this); this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true); this._renderTargetTexture.onBeforeRender = function (faceIndex) { switch (faceIndex) { case 0: _this._add.copyFromFloats(1, 0, 0); break; case 1: _this._add.copyFromFloats(-1, 0, 0); break; case 2: _this._add.copyFromFloats(0, -1, 0); break; case 3: _this._add.copyFromFloats(0, 1, 0); break; case 4: _this._add.copyFromFloats(0, 0, 1); break; case 5: _this._add.copyFromFloats(0, 0, -1); break; } if (_this._attachedMesh) { _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition()); } _this.position.addToRef(_this._add, _this._target); BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix); scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix); }; this._renderTargetTexture.onAfterUnbind = function () { scene.updateTransformMatrix(true); }; this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ); } Object.defineProperty(ReflectionProbe.prototype, "refreshRate", { get: function () { return this._renderTargetTexture.refreshRate; }, set: function (value) { this._renderTargetTexture.refreshRate = value; }, enumerable: true, configurable: true }); ReflectionProbe.prototype.getScene = function () { return this._scene; }; Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", { get: function () { return this._renderTargetTexture; }, enumerable: true, configurable: true }); Object.defineProperty(ReflectionProbe.prototype, "renderList", { get: function () { return this._renderTargetTexture.renderList; }, enumerable: true, configurable: true }); ReflectionProbe.prototype.attachToMesh = function (mesh) { this._attachedMesh = mesh; }; ReflectionProbe.prototype.dispose = function () { var index = this._scene.reflectionProbes.indexOf(this); if (index !== -1) { // Remove from the scene if found this._scene.reflectionProbes.splice(index, 1); } }; return ReflectionProbe; })(); BABYLON.ReflectionProbe = ReflectionProbe; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SolidParticle = (function () { function SolidParticle(particleIndex, positionIndex, model, shapeId, idxInShape) { this.color = new BABYLON.Color4(1, 1, 1, 1); // color this.position = BABYLON.Vector3.Zero(); // position this.rotation = BABYLON.Vector3.Zero(); // rotation this.scale = new BABYLON.Vector3(1, 1, 1); // scale this.uvs = new BABYLON.Vector4(0, 0, 1, 1); // uvs this.velocity = BABYLON.Vector3.Zero(); // velocity this.alive = true; // alive this.idx = particleIndex; this._pos = positionIndex; this._model = model; this.shapeId = shapeId; this.idxInShape = idxInShape; } return SolidParticle; })(); BABYLON.SolidParticle = SolidParticle; var ModelShape = (function () { function ModelShape(id, shape, shapeUV, posFunction, vtxFunction) { this.shapeID = id; this._shape = shape; this._shapeUV = shapeUV; this._positionFunction = posFunction; this._vertexFunction = vtxFunction; } return ModelShape; })(); BABYLON.ModelShape = ModelShape; })(BABYLON || (BABYLON = {})); var BABYLON; (function (BABYLON) { var SolidParticleSystem = (function () { function SolidParticleSystem(name, scene, options) { // public members this.particles = new Array(); this.nbParticles = 0; this.billboard = false; this.counter = 0; this.vars = {}; this._positions = new Array(); this._indices = new Array(); this._normals = new Array(); this._colors = new Array(); this._uvs = new Array(); this._index = 0; // indices index this._updatable = true; this._pickable = false; this._alwaysVisible = false; this._shapeCounter = 0; this._copy = new BABYLON.SolidParticle(null, null, null, null, null); this._color = new BABYLON.Color4(0, 0, 0, 0); this._computeParticleColor = true; this._computeParticleTexture = true; this._computeParticleRotation = true; this._computeParticleVertex = false; this._cam_axisZ = BABYLON.Vector3.Zero(); this._cam_axisY = BABYLON.Vector3.Zero(); this._cam_axisX = BABYLON.Vector3.Zero(); this._axisX = BABYLON.Axis.X; this._axisY = BABYLON.Axis.Y; this._axisZ = BABYLON.Axis.Z; this._fakeCamPos = BABYLON.Vector3.Zero(); this._rotMatrix = new BABYLON.Matrix(); this._invertMatrix = new BABYLON.Matrix(); this._rotated = BABYLON.Vector3.Zero(); this._quaternion = new BABYLON.Quaternion(); this._vertex = BABYLON.Vector3.Zero(); this._normal = BABYLON.Vector3.Zero(); this._yaw = 0.0; this._pitch = 0.0; this._roll = 0.0; this._halfroll = 0.0; this._halfpitch = 0.0; this._halfyaw = 0.0; this._sinRoll = 0.0; this._cosRoll = 0.0; this._sinPitch = 0.0; this._cosPitch = 0.0; this._sinYaw = 0.0; this._cosYaw = 0.0; this._w = 0.0; this.name = name; this._scene = scene; this._camera = scene.activeCamera; this._pickable = options ? options.isPickable : false; if (options && options.updatable) { this._updatable = options.updatable; } else { this._updatable = true; } if (this._pickable) { this.pickedParticles = []; } } // build the SPS mesh : returns the mesh SolidParticleSystem.prototype.buildMesh = function () { if (this.nbParticles === 0) { var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene); this.addShape(triangle, 1); triangle.dispose(); } this._positions32 = new Float32Array(this._positions); this._uvs32 = new Float32Array(this._uvs); this._colors32 = new Float32Array(this._colors); BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals); this._normals32 = new Float32Array(this._normals); this._fixedNormal32 = new Float32Array(this._normals); var vertexData = new BABYLON.VertexData(); vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind); vertexData.indices = this._indices; vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind); if (this._uvs32) { vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind); ; } if (this._colors32) { vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind); } var mesh = new BABYLON.Mesh(name, this._scene); vertexData.applyToMesh(mesh, this._updatable); this.mesh = mesh; this.mesh.isPickable = this._pickable; // free memory this._positions = null; this._normals = null; this._uvs = null; this._colors = null; if (!this._updatable) { this.particles.length = 0; } return mesh; }; //reset copy SolidParticleSystem.prototype._resetCopy = function () { this._copy.position.x = 0; this._copy.position.y = 0; this._copy.position.z = 0; this._copy.rotation.x = 0; this._copy.rotation.y = 0; this._copy.rotation.z = 0; this._copy.quaternion = null; this._copy.scale.x = 1; this._copy.scale.y = 1; this._copy.scale.z = 1; this._copy.uvs.x = 0; this._copy.uvs.y = 0; this._copy.uvs.z = 1; this._copy.uvs.w = 1; this._copy.color = null; }; // _meshBuilder : inserts the shape model in the global SPS mesh SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, idx, idxInShape, options) { var i; var u = 0; var c = 0; this._resetCopy(); if (options && options.positionFunction) { options.positionFunction(this._copy, idx, idxInShape); } if (this._copy.quaternion) { this._quaternion.x = this._copy.quaternion.x; this._quaternion.y = this._copy.quaternion.y; this._quaternion.z = this._copy.quaternion.z; this._quaternion.w = this._copy.quaternion.w; } else { this._yaw = this._copy.rotation.y; this._pitch = this._copy.rotation.x; this._roll = this._copy.rotation.z; this._quaternionRotationYPR(); } this._quaternionToRotationMatrix(); for (i = 0; i < shape.length; i++) { this._vertex.x = shape[i].x; this._vertex.y = shape[i].y; this._vertex.z = shape[i].z; if (options && options.vertexFunction) { options.vertexFunction(this._copy, this._vertex, i); } this._vertex.x *= this._copy.scale.x; this._vertex.y *= this._copy.scale.y; this._vertex.z *= this._copy.scale.z; BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated); positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z); if (meshUV) { uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y); u += 2; } if (this._copy.color) { this._color = this._copy.color; } else if (meshCol && meshCol[c]) { this._color.r = meshCol[c]; this._color.g = meshCol[c + 1]; this._color.b = meshCol[c + 2]; this._color.a = meshCol[c + 3]; } else { this._color.r = 1; this._color.g = 1; this._color.b = 1; this._color.a = 1; } colors.push(this._color.r, this._color.g, this._color.b, this._color.a); c += 4; } for (i = 0; i < meshInd.length; i++) { indices.push(p + meshInd[i]); } if (this._pickable) { var nbfaces = meshInd.length / 3; for (i = 0; i < nbfaces; i++) { this.pickedParticles.push({ idx: idx, faceId: i }); } } }; // returns a shape array from positions array SolidParticleSystem.prototype._posToShape = function (positions) { var shape = []; for (var i = 0; i < positions.length; i += 3) { shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2])); } return shape; }; // returns a shapeUV array from a Vector4 uvs SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) { var shapeUV = []; if (uvs) { for (var i = 0; i < uvs.length; i++) shapeUV.push(uvs[i]); } return shapeUV; }; // adds a new particle object in the particles array SolidParticleSystem.prototype._addParticle = function (idx, idxpos, model, shapeId, idxInShape) { this.particles.push(new BABYLON.SolidParticle(idx, idxpos, model, shapeId, idxInShape)); }; // add solid particles from a shape model in the particles array SolidParticleSystem.prototype.addShape = function (mesh, nb, options) { var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var meshInd = mesh.getIndices(); var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind); var shape = this._posToShape(meshPos); var shapeUV = this._uvsToShapeUV(meshUV); var posfunc = options ? options.positionFunction : null; var vtxfunc = options ? options.vertexFunction : null; var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, shapeUV, posfunc, vtxfunc); // particles var idx = this.nbParticles; for (var i = 0; i < nb; i++) { this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, idx, i, options); if (this._updatable) { this._addParticle(idx, this._positions.length, modelShape, this._shapeCounter, i); } this._index += shape.length; idx++; } this.nbParticles += nb; this._shapeCounter++; return this._shapeCounter; }; // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices SolidParticleSystem.prototype._rebuildParticle = function (particle) { this._resetCopy(); if (particle._model._positionFunction) { particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape); } if (this._copy.quaternion) { this._quaternion.x = this._copy.quaternion.x; this._quaternion.y = this._copy.quaternion.y; this._quaternion.z = this._copy.quaternion.z; this._quaternion.w = this._copy.quaternion.w; } else { this._yaw = this._copy.rotation.y; this._pitch = this._copy.rotation.x; this._roll = this._copy.rotation.z; this._quaternionRotationYPR(); } this._quaternionToRotationMatrix(); this._shape = particle._model._shape; for (var pt = 0; pt < this._shape.length; pt++) { this._vertex.x = this._shape[pt].x; this._vertex.y = this._shape[pt].y; this._vertex.z = this._shape[pt].z; if (particle._model._vertexFunction) { particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction } this._vertex.x *= this._copy.scale.x; this._vertex.y *= this._copy.scale.y; this._vertex.z *= this._copy.scale.z; BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated); this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x; this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y; this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z; } particle.position.x = 0; particle.position.y = 0; particle.position.z = 0; particle.rotation.x = 0; particle.rotation.y = 0; particle.rotation.z = 0; particle.quaternion = null; particle.scale.x = 1; particle.scale.y = 1; particle.scale.z = 1; }; // rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed SolidParticleSystem.prototype.rebuildMesh = function () { for (var p = 0; p < this.particles.length; p++) { this._rebuildParticle(this.particles[p]); } this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false); }; // sets all the particles : updates the VBO SolidParticleSystem.prototype.setParticles = function (start, end, update) { if (start === void 0) { start = 0; } if (end === void 0) { end = this.nbParticles - 1; } if (update === void 0) { update = true; } if (!this._updatable) { return; } // custom beforeUpdate this.beforeUpdateParticles(start, end, update); this._cam_axisX.x = 1; this._cam_axisX.y = 0; this._cam_axisX.z = 0; this._cam_axisY.x = 0; this._cam_axisY.y = 1; this._cam_axisY.z = 0; this._cam_axisZ.x = 0; this._cam_axisZ.y = 0; this._cam_axisZ.z = 1; // if the particles will always face the camera if (this.billboard) { // compute a fake camera position : un-rotate the camera position by the current mesh rotation this._yaw = this.mesh.rotation.y; this._pitch = this.mesh.rotation.x; this._roll = this.mesh.rotation.z; this._quaternionRotationYPR(); this._quaternionToRotationMatrix(); this._rotMatrix.invertToRef(this._invertMatrix); BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertMatrix, this._fakeCamPos); // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the cam-mesh axis (_cam_axisZ) (this._fakeCamPos).subtractToRef(this.mesh.position, this._cam_axisZ); BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY); BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX); this._cam_axisY.normalize(); this._cam_axisX.normalize(); this._cam_axisZ.normalize(); } BABYLON.Matrix.IdentityToRef(this._rotMatrix); var idx = 0; var index = 0; var colidx = 0; var colorIndex = 0; var uvidx = 0; var uvIndex = 0; // particle loop end = (end > this.nbParticles - 1) ? this.nbParticles - 1 : end; for (var p = start; p <= end; p++) { this._particle = this.particles[p]; this._shape = this._particle._model._shape; this._shapeUV = this._particle._model._shapeUV; // call to custom user function to update the particle properties this.updateParticle(this._particle); // particle rotation matrix if (this.billboard) { this._particle.rotation.x = 0.0; this._particle.rotation.y = 0.0; } if (this._computeParticleRotation) { if (this._particle.quaternion) { this._quaternion.x = this._particle.quaternion.x; this._quaternion.y = this._particle.quaternion.y; this._quaternion.z = this._particle.quaternion.z; this._quaternion.w = this._particle.quaternion.w; } else { this._yaw = this._particle.rotation.y; this._pitch = this._particle.rotation.x; this._roll = this._particle.rotation.z; this._quaternionRotationYPR(); } this._quaternionToRotationMatrix(); } for (var pt = 0; pt < this._shape.length; pt++) { idx = index + pt * 3; colidx = colorIndex + pt * 4; uvidx = uvIndex + pt * 2; this._vertex.x = this._shape[pt].x; this._vertex.y = this._shape[pt].y; this._vertex.z = this._shape[pt].z; if (this._computeParticleVertex) { this.updateParticleVertex(this._particle, this._vertex, pt); } // positions this._vertex.x *= this._particle.scale.x; this._vertex.y *= this._particle.scale.y; this._vertex.z *= this._particle.scale.z; this._w = (this._vertex.x * this._rotMatrix.m[3]) + (this._vertex.y * this._rotMatrix.m[7]) + (this._vertex.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15]; this._rotated.x = ((this._vertex.x * this._rotMatrix.m[0]) + (this._vertex.y * this._rotMatrix.m[4]) + (this._vertex.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12]) / this._w; this._rotated.y = ((this._vertex.x * this._rotMatrix.m[1]) + (this._vertex.y * this._rotMatrix.m[5]) + (this._vertex.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13]) / this._w; this._rotated.z = ((this._vertex.x * this._rotMatrix.m[2]) + (this._vertex.y * this._rotMatrix.m[6]) + (this._vertex.z * this._rotMatrix.m[10]) + this._rotMatrix.m[14]) / this._w; this._positions32[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z; this._positions32[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z; this._positions32[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z; // normals : if the particles can't be morphed then just rotate the normals if (!this._computeParticleVertex && !this.billboard) { this._normal.x = this._fixedNormal32[idx]; this._normal.y = this._fixedNormal32[idx + 1]; this._normal.z = this._fixedNormal32[idx + 2]; this._w = (this._normal.x * this._rotMatrix.m[3]) + (this._normal.y * this._rotMatrix.m[7]) + (this._normal.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15]; this._rotated.x = ((this._normal.x * this._rotMatrix.m[0]) + (this._normal.y * this._rotMatrix.m[4]) + (this._normal.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12]) / this._w; this._rotated.y = ((this._normal.x * this._rotMatrix.m[1]) + (this._normal.y * this._rotMatrix.m[5]) + (this._normal.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13]) / this._w; this._rotated.z = ((this._normal.x * this._rotMatrix.m[2]) + (this._normal.y * this._rotMatrix.m[6]) + (this._normal.z * this._rotMatrix.m[10]) + this._rotMatrix.m[14]) / this._w; this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z; this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z; this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z; } if (this._computeParticleColor) { this._colors32[colidx] = this._particle.color.r; this._colors32[colidx + 1] = this._particle.color.g; this._colors32[colidx + 2] = this._particle.color.b; this._colors32[colidx + 3] = this._particle.color.a; } if (this._computeParticleTexture) { this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x; this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y; } } index = idx + 3; colorIndex = colidx + 4; uvIndex = uvidx + 2; } if (update) { if (this._computeParticleColor) { this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors32, false, false); } if (this._computeParticleTexture) { this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs32, false, false); } this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false); if (!this.mesh.areNormalsFrozen) { if (this._computeParticleVertex || this.billboard) { // recompute the normals only if the particles can be morphed, update then the normal reference array BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals32); for (var i = 0; i < this._normals32.length; i++) { this._fixedNormal32[i] = this._normals32[i]; } } this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals32, false, false); } } this.afterUpdateParticles(start, end, update); }; SolidParticleSystem.prototype._quaternionRotationYPR = function () { this._halfroll = this._roll * 0.5; this._halfpitch = this._pitch * 0.5; this._halfyaw = this._yaw * 0.5; this._sinRoll = Math.sin(this._halfroll); this._cosRoll = Math.cos(this._halfroll); this._sinPitch = Math.sin(this._halfpitch); this._cosPitch = Math.cos(this._halfpitch); this._sinYaw = Math.sin(this._halfyaw); this._cosYaw = Math.cos(this._halfyaw); this._quaternion.x = (this._cosYaw * this._sinPitch * this._cosRoll) + (this._sinYaw * this._cosPitch * this._sinRoll); this._quaternion.y = (this._sinYaw * this._cosPitch * this._cosRoll) - (this._cosYaw * this._sinPitch * this._sinRoll); this._quaternion.z = (this._cosYaw * this._cosPitch * this._sinRoll) - (this._sinYaw * this._sinPitch * this._cosRoll); this._quaternion.w = (this._cosYaw * this._cosPitch * this._cosRoll) + (this._sinYaw * this._sinPitch * this._sinRoll); }; SolidParticleSystem.prototype._quaternionToRotationMatrix = function () { this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z)); this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w); this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w); this._rotMatrix.m[3] = 0; this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w); this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x)); this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w); this._rotMatrix.m[7] = 0; this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w); this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w); this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x)); this._rotMatrix.m[11] = 0; this._rotMatrix.m[12] = 0; this._rotMatrix.m[13] = 0; this._rotMatrix.m[14] = 0; this._rotMatrix.m[15] = 1.0; }; // dispose the SPS SolidParticleSystem.prototype.dispose = function () { this.mesh.dispose(); this.vars = null; // drop references to internal big arrays for the GC this._positions = null; this._indices = null; this._normals = null; this._uvs = null; this._colors = null; this._positions32 = null; this._normals32 = null; this._fixedNormal32 = null; this._uvs32 = null; this._colors32 = null; this.pickedParticles = null; }; // Visibilty helpers SolidParticleSystem.prototype.refreshVisibleSize = function () { this.mesh.refreshBoundingInfo(); }; Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", { // getter and setter get: function () { return this._alwaysVisible; }, set: function (val) { this._alwaysVisible = val; this.mesh.alwaysSelectAsActiveMesh = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", { // getters get: function () { return this._computeParticleRotation; }, // Optimizer setters set: function (val) { this._computeParticleRotation = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", { get: function () { return this._computeParticleColor; }, set: function (val) { this._computeParticleColor = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", { get: function () { return this._computeParticleTexture; }, set: function (val) { this._computeParticleTexture = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", { get: function () { return this._computeParticleVertex; }, set: function (val) { this._computeParticleVertex = val; }, enumerable: true, configurable: true }); // ======================================================================= // Particle behavior logic // these following methods may be overwritten by the user to fit his needs // init : sets all particles first values and calls updateParticle to set them in space // can be overwritten by the user SolidParticleSystem.prototype.initParticles = function () { }; // recycles a particle : can by overwritten by the user SolidParticleSystem.prototype.recycleParticle = function (particle) { return particle; }; // updates a particle : can be overwritten by the user // will be called on each particle by setParticles() : // ex : just set a particle position or velocity and recycle conditions SolidParticleSystem.prototype.updateParticle = function (particle) { return particle; }; // updates a vertex of a particle : can be overwritten by the user // will be called on each vertex particle by setParticles() : // particle : the current particle // vertex : the current index of the current particle // pt : the index of the current vertex in the particle shape // ex : just set a vertex particle position SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) { return vertex; }; // will be called before any other treatment by setParticles() SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) { }; // will be called after all setParticles() treatments SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) { }; return SolidParticleSystem; })(); BABYLON.SolidParticleSystem = SolidParticleSystem; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore={"anaglyphPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D leftSampler;\r\n\r\nvoid main(void)\r\n{\r\n vec4 leftFrag = texture2D(leftSampler, vUV);\r\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\r\n\r\n\tvec4 rightFrag = texture2D(textureSampler, vUV);\r\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\r\n\r\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\r\n}","blackAndWhitePixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tfloat luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\r\n\tgl_FragColor = vec4(luminance, luminance, luminance, 1.0);\r\n}","blurPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\nuniform vec2 direction;\r\nuniform float blurWidth;\r\n\r\nvoid main(void)\r\n{\r\n\tfloat weights[7];\r\n\tweights[0] = 0.05;\r\n\tweights[1] = 0.1;\r\n\tweights[2] = 0.2;\r\n\tweights[3] = 0.3;\r\n\tweights[4] = 0.2;\r\n\tweights[5] = 0.1;\r\n\tweights[6] = 0.05;\r\n\r\n\tvec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\r\n\tvec2 texelStep = texelSize * direction * blurWidth;\r\n\tvec2 start = vUV - 3.0 * texelStep;\r\n\r\n\tvec4 baseColor = vec4(0., 0., 0., 0.);\r\n\tvec2 texelOffset = vec2(0., 0.);\r\n\r\n\tfor (int i = 0; i < 7; i++)\r\n\t{\r\n\t\tbaseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\r\n\t\ttexelOffset += texelStep;\r\n\t}\r\n\r\n\tgl_FragColor = baseColor;\r\n}","chromaticAberrationPixelShader":"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float chromatic_aberration;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tfloat radius2 = centered_screen_pos.x*centered_screen_pos.x\r\n\t\t+ centered_screen_pos.y*centered_screen_pos.y;\r\n\tfloat radius = sqrt(radius2);\r\n\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\tif (chromatic_aberration > 0.0) {\r\n\t\t//index of refraction of each color channel, causing chromatic dispersion\r\n\t\tvec3 ref_indices = vec3(-0.3, 0.0, 0.3);\r\n\t\tfloat ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\r\n\t\tfloat ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\r\n\r\n\t\t// shifts for red, green & blue\r\n\t\tvec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\r\n\r\n\t\toriginal.r = texture2D(textureSampler, ref_coords_r).r;\r\n\t\toriginal.g = texture2D(textureSampler, ref_coords_g).g;\r\n\t\toriginal.b = texture2D(textureSampler, ref_coords_b).b;\r\n\t}\r\n\r\n\tgl_FragColor = original;\r\n}","colorPixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = color;\r\n}","colorVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nvoid main(void) {\r\n\tgl_Position = worldViewProjection * vec4(position, 1.0);\r\n}","colorCorrectionPixelShader":"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// screen render\r\nuniform sampler2D colorTable;\t\t// color table with modified colors\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\nconst float SLICE_COUNT = 16.0;\t\t// how many slices in the color cube; 1 slice = 1 pixel\r\n// it means the image is 256x16 pixels\r\n\r\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\r\n\tfloat sliceSize = 1.0 / width; // space of 1 slice\r\n\tfloat slicePixelSize = sliceSize / width; // space of 1 pixel\r\n\tfloat sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels\r\n\tfloat zSlice0 = min(floor(uv.z * width), width - 1.0);\r\n\tfloat zSlice1 = min(zSlice0 + 1.0, width - 1.0);\r\n\tfloat xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\r\n\tfloat s0 = xOffset + (zSlice0 * sliceSize);\r\n\tfloat s1 = xOffset + (zSlice1 * sliceSize);\r\n\tvec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\r\n\tvec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\r\n\tfloat zOffset = mod(uv.z * width, 1.0);\r\n\tvec4 result = mix(slice0Color, slice1Color, zOffset);\r\n\treturn result;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 screen_color = texture2D(textureSampler, vUV);\r\n\tgl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\r\n\r\n}","convolutionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform vec2 screenSize;\r\nuniform float kernel[9];\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 onePixel = vec2(1.0, 1.0) / screenSize;\r\n\tvec4 colorSum =\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\r\n\r\n\tfloat kernelWeight =\r\n\t\tkernel[0] +\r\n\t\tkernel[1] +\r\n\t\tkernel[2] +\r\n\t\tkernel[3] +\r\n\t\tkernel[4] +\r\n\t\tkernel[5] +\r\n\t\tkernel[6] +\r\n\t\tkernel[7] +\r\n\t\tkernel[8];\r\n\r\n\tif (kernelWeight <= 0.0) {\r\n\t\tkernelWeight = 1.0;\r\n\t}\r\n\r\n\tgl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\r\n}","defaultPixelShader":"#ifdef BUMP\r\n#extension GL_OES_standard_derivatives : enable\r\n#endif\r\n\r\n#ifdef LOGARITHMICDEPTH\r\n#extension GL_EXT_frag_depth : enable\r\n#endif\r\n\r\nprecision highp float;\r\n\r\n// Constants\r\n#define RECIPROCAL_PI2 0.15915494\r\n\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec2 vLightmapInfos;\r\nuniform sampler2D lightmapSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Reflection\r\n#ifdef REFLECTION\r\nuniform vec2 vReflectionInfos;\r\n\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\nvarying vec3 vPositionUVW;\r\n#else\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\r\nvarying vec3 vDirectionW;\r\n#endif\r\n\r\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\r\nuniform mat4 reflectionMatrix;\r\n#endif\r\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION)\r\nuniform mat4 view;\r\n#endif\r\n#endif\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\r\n\tvec3 direction = normalize(vDirectionW);\r\n\r\n\tfloat t = clamp(direction.y * -0.5 + 0.5, 0., 1.0);\r\n\tfloat s = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\treturn vec3(s, t, 0);\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\r\n\r\n\tvec3 cameraToVertex = normalize(worldPos.xyz - vEyePosition);\r\n\tvec3 r = reflect(cameraToVertex, worldNormal);\r\n\tfloat t = clamp(r.y * -0.5 + 0.5, 0., 1.0);\r\n\tfloat s = atan(r.z, r.x) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\treturn vec3(s, t, 0);\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n\tvec3 viewDir = normalize(vec3(view * worldPos));\r\n\tvec3 viewNormal = normalize(vec3(view * vec4(worldNormal, 0.0)));\r\n\r\n\tvec3 r = reflect(viewDir, viewNormal);\r\n\tr.z = r.z - 1.0;\r\n\r\n\tfloat m = 2.0 * length(r);\r\n\r\n\treturn vec3(r.x / m + 0.5, 1.0 - r.y / m - 0.5, 0);\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n\tcoords.y = 1.0 - coords.y;\r\n#endif\r\n\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\treturn vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\treturn vPositionUVW;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n\treturn vec3(0, 0, 0);\r\n#endif\r\n}\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n\tif (depth > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.0;\r\n}\r\n\r\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\tfloat diskScale = (1.0 - (1.0 + depth * 3.0)) / mapSize;\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec3 poissonDisk[4];\r\n\tpoissonDisk[0] = vec3(-1.0, 1.0, -1.0);\r\n\tpoissonDisk[1] = vec3(1.0, -1.0, -1.0);\r\n\tpoissonDisk[2] = vec3(-1.0, -1.0, -1.0);\r\n\tpoissonDisk[3] = vec3(1.0, -1.0, 1.0);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth - bias;\r\n\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n// Bump\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform sampler2D bumpSampler;\r\n\r\n// Thanks to http://www.thetenthplanet.de/archives/1180\r\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\r\n{\r\n\t// get edge vectors of the pixel triangle\r\n\tvec3 dp1 = dFdx(p);\r\n\tvec3 dp2 = dFdy(p);\r\n\tvec2 duv1 = dFdx(uv);\r\n\tvec2 duv2 = dFdy(uv);\r\n\r\n\t// solve the linear system\r\n\tvec3 dp2perp = cross(dp2, normal);\r\n\tvec3 dp1perp = cross(normal, dp1);\r\n\tvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n\tvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n\t// construct a scale-invariant frame \r\n\tfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n\treturn mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir)\r\n{\r\n\tvec3 map = texture2D(bumpSampler, vBumpUV).xyz;\r\n\tmap = map * 255. / 127. - 128. / 127.;\r\n\tmat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\r\n\treturn normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef LOGARITHMICDEPTH\r\nuniform float logarithmicDepthConstant;\r\nvarying float vFragmentDepth;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n#ifdef SPECULARTERM\r\n\tvec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor * attenuation;\r\n#endif\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tattenuation *= cosAngle;\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\t\tresult.specular = specComp * specularColor * attenuation;\r\n#endif\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n\tresult.specular = vec3(0.);\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef ALPHAFROMDIFFUSE\r\n\talpha *= baseColor.a;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\r\n#ifdef BUMP\r\n\tnormalW = perturbNormal(viewDirectionW);\r\n#endif\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\r\n\t// Specular map\r\n#ifdef SPECULARTERM\r\n\tfloat glossiness = vSpecularColor.a;\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n\r\n#ifdef SPECULAR\r\n\tvec4 specularMapColor = texture2D(specularSampler, vSpecularUV);\r\n\tspecularColor = specularMapColor.rgb;\r\n#ifdef GLOSSINESS\r\n\tglossiness = glossiness * specularMapColor.a;\r\n#endif\r\n#endif\r\n#else\r\n\tfloat glossiness = 0.;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n\r\n#ifdef REFLECTION\r\n\tvec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);\r\n\r\n#ifdef REFLECTIONMAP_3D\r\n#ifdef ROUGHNESS\r\n\t float bias = vReflectionInfos.y;\r\n\r\n\t#ifdef SPECULARTERM\r\n\t#ifdef SPECULAR\r\n\t#ifdef GLOSSINESS\r\n\t\tbias *= (1.0 - specularMapColor.a);\r\n\t#endif\r\n\t#endif\r\n\t#endif\r\n\r\n\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x;\r\n#else\r\n\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.x;\r\n#endif\r\n\r\n#else\r\n\tvec2 coords = vReflectionUVW.xy;\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\tcoords /= vReflectionUVW.z;\r\n#endif\r\n\r\n\tcoords.y = 1.0 - coords.y;\r\n\r\n\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n#ifdef REFLECTIONFRESNELFROMSPECULAR\r\n#ifdef SPECULARTERM\r\n\treflectionColor *= specularColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#else\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#else\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n#endif\r\n\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#else\r\n#ifdef LINKEMISSIVEWITHDIFFUSE\r\n\tvec3 finalDiffuse = clamp((diffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#else\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#endif\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n#ifdef SPECULAROVERALPHA\r\n\talpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\r\n#endif\r\n\r\n\t// Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n\tvec4 color = vec4(clamp(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor + emissiveColor, 0.0, 1.0), alpha);\r\n#else\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tvec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;\r\n\r\n#ifdef USELIGHTMAPASSHADOWMAP\r\n\tcolor.rgb *= lightmapColor;\r\n#else\r\n\tcolor.rgb += lightmapColor;\r\n#endif\r\n#endif\r\n\r\n#ifdef LOGARITHMICDEPTH\r\n\tgl_FragDepthEXT = log2(vFragmentDepth) * logarithmicDepthConstant * 0.5;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","defaultVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tuniform mat4 mBones[BonesPerMesh];\r\n\r\n\tattribute vec4 matricesIndices;\r\n\tattribute vec4 matricesWeights;\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tattribute vec4 matricesIndicesExtra;\r\n\t\tattribute vec4 matricesWeightsExtra;\r\n\t#endif\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec2 vLightmapInfos;\r\nuniform mat4 lightmapMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\nvarying vec3 vPositionUVW;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\r\nvarying vec3 vDirectionW;\r\n#endif\r\n\r\n#ifdef LOGARITHMICDEPTH\r\nuniform float logarithmicDepthConstant;\r\nvarying float vFragmentDepth;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\tvPositionUVW = position;\r\n#endif \r\n\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 1\r\n\t\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n\t#endif \r\n\t#if NUM_BONE_INFLUENCERS > 2\r\n\t\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 3\r\n\t\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n\t#endif\t\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n\t#endif\r\n\t#if NUM_BONE_INFLUENCERS > 5\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 6\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 7\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n\t#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\r\n\tvDirectionW = normalize(vec3(finalWorld * vec4(position, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tif (vLightmapInfos.x == 0.)\r\n\t{\r\n\t\tvLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n\r\n\t// Log. depth\r\n#ifdef LOGARITHMICDEPTH\r\n\tvFragmentDepth = 1.0 + gl_Position.w;\r\n\tgl_Position.z = log2(max(0.000001, vFragmentDepth)) * logarithmicDepthConstant;\r\n#endif\r\n}","depthPixelShader":"precision highp float;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nuniform float far;\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tfloat depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\r\n\tgl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\r\n}","depthVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\r\n\t// having bone influencers implies you have bones\r\n\tuniform mat4 mBones[BonesPerMesh];\r\n\r\n\tattribute vec4 matricesIndices;\r\n\tattribute vec4 matricesWeights;\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tattribute vec4 matricesIndicesExtra;\r\n\t\tattribute vec4 matricesWeightsExtra;\r\n\t#endif\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 1\r\n\t\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 2\r\n\t\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 3\r\n\t\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n\t#endif\t\r\n\t\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 5\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 6\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 7\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n\t#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","depthBoxBlurPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 colorDepth = vec4(0.0);\r\n\r\n\tfor (int x = -OFFSET; x <= OFFSET; x++)\r\n\t\tfor (int y = -OFFSET; y <= OFFSET; y++)\r\n\t\t\tcolorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\r\n\r\n\tgl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\r\n}","depthOfFieldPixelShader":"// BABYLON.JS Depth-of-field GLSL Shader\r\n// Author: Olivier Guyot\r\n// Does depth-of-field blur, edge blur\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\nprecision highp float;\r\n\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D highlightsSampler;\r\nuniform sampler2D depthSampler;\r\nuniform sampler2D grainSampler;\r\n\r\n// uniforms\r\nuniform float grain_amount;\r\nuniform bool blur_noise;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\nuniform float distortion;\r\nuniform bool dof_enabled;\r\n//uniform float focus_distance;\t\t// not needed; already used to compute screen distance\r\nuniform float screen_distance;\t\t// precomputed screen distance from lens center; based on focal length & desired focus distance\r\nuniform float aperture;\r\nuniform float darken;\r\nuniform float edge_blur;\r\nuniform bool highlights;\r\n\r\n// preconputed uniforms (not effect parameters)\r\nuniform float near;\r\nuniform float far;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\n#define PI \t\t3.14159265\r\n#define TWOPI \t6.28318530\r\n#define inverse_focal_length 0.1\t// a property of the lens used\r\n\r\n// common calculations\r\nvec2 centered_screen_pos;\r\nvec2 distorted_coords;\r\nfloat radius2;\r\nfloat radius;\r\n\r\n\r\n// on-the-fly constant noise\r\nvec2 rand(vec2 co)\r\n{\r\n\tfloat noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\r\n\tfloat noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\r\n\treturn clamp(vec2(noise1, noise2), 0.0, 1.0);\r\n}\r\n\r\n// applies edge distortion on texture coords\r\nvec2 getDistortedCoords(vec2 coords) {\r\n\r\n\tif (distortion == 0.0) { return coords; }\r\n\r\n\tvec2 direction = 1.0 * normalize(centered_screen_pos);\r\n\tvec2 dist_coords = vec2(0.5, 0.5);\r\n\tdist_coords.x = 0.5 + direction.x * radius2 * 1.0;\r\n\tdist_coords.y = 0.5 + direction.y * radius2 * 1.0;\r\n\tfloat dist_amount = clamp(distortion*0.23, 0.0, 1.0);\r\n\r\n\tdist_coords = mix(coords, dist_coords, dist_amount);\r\n\r\n\treturn dist_coords;\r\n}\r\n\r\n// sample screen with an offset (randomize offset angle for better smothness), returns partial sample weight\r\nfloat sampleScreen(inout vec4 color, const in vec2 offset, const in float weight) {\r\n\r\n\t// compute coords with offset (a random angle is added)\r\n\tvec2 coords = distorted_coords;\r\n\tfloat angle = rand(coords * 100.0).x * TWOPI;\r\n\tcoords += vec2(offset.x * cos(angle) - offset.y * sin(angle), offset.x * sin(angle) + offset.y * cos(angle));\r\n\r\n\tcolor += texture2D(textureSampler, coords)*weight;\r\n\r\n\treturn weight;\r\n}\r\n\r\n// returns blur level according to blur size required\r\nfloat getBlurLevel(float size) {\r\n\treturn min(3.0, ceil(size / 1.0));\r\n}\r\n\r\n// returns original screen color after blur\r\nvec4 getBlurColor(float size) {\r\n\r\n\tvec4 col = texture2D(textureSampler, distorted_coords);\r\n\tif (size == 0.0) { return col; }\r\n\r\n\t// there are max. 30 samples; the number of samples chosen is dependant on the blur size\r\n\t// there can be 10, 20 or 30 samples chosen; levels of blur are then 1, 2 or 3\r\n\tfloat blur_level = getBlurLevel(size);\r\n\r\n\tfloat w = (size / screen_width);\r\n\tfloat h = (size / screen_height);\r\n\tfloat total_weight = 1.0;\r\n\tvec2 sample_coords;\r\n\r\n\ttotal_weight += sampleScreen(col, vec2(-0.50*w, 0.24*h), 0.93);\r\n\ttotal_weight += sampleScreen(col, vec2(0.30*w, -0.75*h), 0.90);\r\n\ttotal_weight += sampleScreen(col, vec2(0.36*w, 0.96*h), 0.87);\r\n\ttotal_weight += sampleScreen(col, vec2(-1.08*w, -0.55*h), 0.85);\r\n\ttotal_weight += sampleScreen(col, vec2(1.33*w, -0.37*h), 0.83);\r\n\ttotal_weight += sampleScreen(col, vec2(-0.82*w, 1.31*h), 0.80);\r\n\ttotal_weight += sampleScreen(col, vec2(-0.31*w, -1.67*h), 0.78);\r\n\ttotal_weight += sampleScreen(col, vec2(1.47*w, 1.11*h), 0.76);\r\n\ttotal_weight += sampleScreen(col, vec2(-1.97*w, 0.19*h), 0.74);\r\n\ttotal_weight += sampleScreen(col, vec2(1.42*w, -1.57*h), 0.72);\r\n\r\n\tif (blur_level > 1.0) {\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.01*w, 2.25*h), 0.70);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.62*w, -1.74*h), 0.67);\r\n\t\ttotal_weight += sampleScreen(col, vec2(2.49*w, 0.20*h), 0.65);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.07*w, 1.61*h), 0.63);\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.46*w, -2.70*h), 0.61);\r\n\t\ttotal_weight += sampleScreen(col, vec2(1.55*w, 2.40*h), 0.59);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.88*w, -0.75*h), 0.56);\r\n\t\ttotal_weight += sampleScreen(col, vec2(2.73*w, -1.44*h), 0.54);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.08*w, 3.02*h), 0.52);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.28*w, -3.05*h), 0.49);\r\n\t}\r\n\r\n\tif (blur_level > 2.0) {\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.11*w, 1.43*h), 0.46);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-3.36*w, 1.08*h), 0.44);\r\n\t\ttotal_weight += sampleScreen(col, vec2(1.80*w, -3.16*h), 0.41);\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.83*w, 3.65*h), 0.38);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-3.16*w, -2.19*h), 0.34);\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.92*w, -0.53*h), 0.31);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.59*w, 3.12*h), 0.26);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-0.20*w, -4.15*h), 0.22);\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.02*w, 3.00*h), 0.15);\r\n\t}\r\n\r\n\tcol /= total_weight;\t\t// scales color according to weights\r\n\r\n\t\t\t\t\t\t\t\t// darken if out of focus\r\n\tif (darken > 0.0) {\r\n\t\tcol.rgb *= clamp(0.3, 1.0, 1.05 - size*0.5*darken);\r\n\t}\r\n\r\n\t// blur levels debug\r\n\t// if(blur_level == 1.0) { col.b *= 0.5; }\r\n\t// if(blur_level == 2.0) { col.r *= 0.5; }\r\n\t// if(blur_level == 3.0) { col.g *= 0.5; }\r\n\r\n\treturn col;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\r\n\t// Common calc: position relative to screen center, screen radius, distorted coords, position in texel space\r\n\tcentered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tradius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\r\n\tradius = sqrt(radius2);\r\n\tdistorted_coords = getDistortedCoords(vUV);\t\t// we distort the screen coordinates (lens \"magnifying\" effect)\r\n\tvec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height);\t// varies from 0 to SCREEN_WIDTH or _HEIGHT\r\n\r\n\tfloat depth = texture2D(depthSampler, distorted_coords).r;\t// depth value from DepthRenderer: 0 to 1\r\n\tfloat distance = near + (far - near)*depth;\t\t// actual distance from the lens\r\n\tvec4 color = texture2D(textureSampler, vUV);\t// original raster\r\n\r\n\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t// compute the circle of confusion size (CoC), i.e. blur radius depending on depth\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t// screen_distance is precomputed in code\r\n\tfloat coc = abs(aperture * (screen_distance * (inverse_focal_length - 1.0 / distance) - 1.0));\r\n\r\n\t// disable blur\r\n\tif (dof_enabled == false || coc < 0.07) { coc = 0.0; }\r\n\r\n\t// blur from edge blur effect\r\n\tfloat edge_blur_amount = 0.0;\r\n\tif (edge_blur > 0.0) {\r\n\t\tedge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\r\n\t}\r\n\r\n\t// total blur amount\r\n\tfloat blur_amount = max(edge_blur_amount, coc);\r\n\r\n\t// apply blur if necessary\r\n\tif (blur_amount == 0.0) {\r\n\t\tgl_FragColor = texture2D(textureSampler, distorted_coords);\r\n\t}\r\n\telse {\r\n\r\n\t\t// add blurred color\r\n\t\tgl_FragColor = getBlurColor(blur_amount * 1.7);\r\n\r\n\t\t// if we have computed highlights: enhance highlights\r\n\t\tif (highlights) {\r\n\t\t\tgl_FragColor.rgb += clamp(coc, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords).rgb;\r\n\t\t}\r\n\r\n\t\tif (blur_noise) {\r\n\t\t\t// we put a slight amount of noise in the blurred color\r\n\t\t\tvec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\r\n\t\t\tvec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\r\n\t\t\tgl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\r\n\t\t}\r\n\t}\r\n\r\n\r\n\t// apply grain\r\n\tif (grain_amount > 0.0) {\r\n\t\tvec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\r\n\t\tgl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.30 * grain_amount;\r\n\t}\r\n\r\n}\r\n","displayPassPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D passSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(passSampler, vUV);\r\n}","filterPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform mat4 kernelMatrix;\r\n\r\nvoid main(void)\r\n{\r\n\tvec3 baseColor = texture2D(textureSampler, vUV).rgb;\r\n\tvec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\r\n\r\n\tgl_FragColor = vec4(updatedColor, 1.0);\r\n}","fxaaPixelShader":"precision highp float;\r\n\r\n#define FXAA_REDUCE_MIN (1.0/128.0)\r\n#define FXAA_REDUCE_MUL (1.0/8.0)\r\n#define FXAA_SPAN_MAX 8.0\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 texelSize;\r\n\r\nvoid main(){\r\n\tvec2 localTexelSize = texelSize;\r\n\tvec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbM = texture2D(textureSampler, vUV);\r\n\tvec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\r\n\tfloat lumaNW = dot(rgbNW, luma);\r\n\tfloat lumaNE = dot(rgbNE, luma);\r\n\tfloat lumaSW = dot(rgbSW, luma);\r\n\tfloat lumaSE = dot(rgbSE, luma);\r\n\tfloat lumaM = dot(rgbM, luma);\r\n\tfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n\tfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n\r\n\tvec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\r\n\r\n\tfloat dirReduce = max(\r\n\t\t(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\r\n\t\tFXAA_REDUCE_MIN);\r\n\r\n\tfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n\tdir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n\t\tmax(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n\t\tdir * rcpDirMin)) * localTexelSize;\r\n\r\n\tvec4 rgbA = 0.5 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\r\n\t\ttexture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\r\n\r\n\tvec4 rgbB = rgbA * 0.5 + 0.25 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * -0.5) +\r\n\t\ttexture2D(textureSampler, vUV + dir * 0.5));\r\n\tfloat lumaB = dot(rgbB, luma);\r\n\tif ((lumaB < lumaMin) || (lumaB > lumaMax)) {\r\n\t\tgl_FragColor = rgbA;\r\n\t}\r\n\telse {\r\n\t\tgl_FragColor = rgbB;\r\n\t}\r\n}","hdrPixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nvarying vec2 vUV;\r\n\r\n#if defined(GAUSSIAN_BLUR_H) || defined(GAUSSIAN_BLUR_V)\r\nuniform float blurOffsets[9];\r\nuniform float blurWeights[9];\r\nuniform float multiplier;\r\n\r\nvoid main(void) {\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\tfor (int i = 0; i < 9; i++) {\r\n\t\t#ifdef GAUSSIAN_BLUR_H\r\n\t\tcolor += (texture2D(textureSampler, vUV + vec2(blurOffsets[i] * multiplier, 0.0)) * blurWeights[i]);\r\n\t\t#else\r\n\t\tcolor += (texture2D(textureSampler, vUV + vec2(0.0, blurOffsets[i] * multiplier)) * blurWeights[i]);\r\n\t\t#endif\r\n\t}\r\n\r\n\tcolor.a = 1.0;\r\n\tgl_FragColor = color;\r\n}\r\n#endif\r\n\r\n#if defined(TEXTURE_ADDER)\r\nuniform sampler2D otherSampler;\r\n\r\nvoid main() {\r\n\tvec4 sum = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n\tsum.a = clamp(sum.a, 0.0, 1.0);\r\n\r\n\tgl_FragColor = sum;\r\n}\r\n#endif\r\n\r\n#if defined(LUMINANCE_GENERATOR)\r\nuniform vec2 lumOffsets[4];\r\n\r\nvoid main() {\r\n\tfloat average = 0.0;\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\tfloat maximum = -1e20;\r\n\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\tcolor = texture2D(textureSampler, vUV + lumOffsets[i]);\r\n\r\n\t\tfloat GreyValue = length(color.rgb);\r\n\r\n\t\tmaximum = max(maximum, GreyValue);\r\n\t\taverage += (0.25 * log(1e-5 + GreyValue));\r\n\t}\r\n\r\n\taverage = exp(average);\r\n\r\n\tgl_FragColor = vec4(average, maximum, 0.0, 1.0);\r\n\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE)\r\nuniform vec2 dsOffsets[9];\r\nuniform float halfDestPixelSize;\r\n\r\n#ifdef FINAL_DOWN_SAMPLE\r\nvec4 pack(float value) {\r\n\tconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n\tconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n\tvec4 res = fract(value * bit_shift);\r\n\tres -= res.xxyz * bit_mask;\r\n\r\n\treturn res;\r\n}\r\n#endif\r\n\r\nvoid main() {\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\tfloat average = 0.0;\r\n\r\n\tfor (int i = 0; i < 9; i++) {\r\n\t\tcolor = texture2D(textureSampler, vUV + vec2(halfDestPixelSize, halfDestPixelSize) + dsOffsets[i]);\r\n\t\taverage += color.r;\r\n\t}\r\n\r\n\taverage /= 9.0;\r\n\r\n\t#ifndef FINAL_DOWN_SAMPLE\r\n\tgl_FragColor = vec4(average, average, 0.0, 1.0);\r\n\t#else\r\n\tgl_FragColor = pack(average);\r\n\t#endif\r\n}\r\n#endif\r\n\r\n#if defined(BRIGHT_PASS)\r\nuniform vec2 dsOffsets[4];\r\nuniform float brightThreshold;\r\n\r\nvoid main() {\r\n\tvec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\taverage = texture2D(textureSampler, vUV + vec2(dsOffsets[0].x, dsOffsets[0].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[1].x, dsOffsets[1].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[2].x, dsOffsets[2].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[3].x, dsOffsets[3].y));\r\n\r\n\taverage *= 0.25;\r\n\r\n\tfloat luminance = length(average.rgb);\r\n\r\n\tif (luminance < brightThreshold) {\r\n\t\taverage = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t}\r\n\r\n\tgl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE_X4)\r\nuniform vec2 dsOffsets[16];\r\n\r\nvoid main() {\r\n\tvec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\taverage = texture2D(textureSampler, vUV + dsOffsets[0]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[1]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[2]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[3]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[4]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[5]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[6]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[7]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[8]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[9]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[10]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[11]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[12]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[13]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[14]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[15]);\r\n\r\n\taverage /= 16.0;\r\n\r\n\tgl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(HDR)\r\nuniform sampler2D otherSampler;\r\n\r\nuniform float exposure;\r\nuniform float avgLuminance;\r\n\r\nvoid main() {\r\n\tvec4 color = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n\tvec4 adjustedColor = color / avgLuminance * exposure;\r\n\r\n\tcolor = adjustedColor;\r\n\tcolor.a = 1.0;\r\n\r\n\tgl_FragColor = color;\r\n}\r\n#endif\r\n","layerPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","layerVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 textureMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","legacydefaultPixelShader":"precision highp float;\r\n\r\n#define MAP_PROJECTION\t4.\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vReflectionUVW;\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\nuniform vec2 vReflectionInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n\tif (depth > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.0;\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tlightVectorW = normalize(lightData.xyz - vPositionW);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\r\n\tresult[0] = ndl * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\r\n\tresult[1] = specComp * specularColor;\r\n#else\r\n\tresult[1] = vec3(0.);\r\n#endif\r\n\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW = normalize(lightData.xyz - vPositionW);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult[0] = ndl * spotAtten * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, vSpecularColor.a);\r\n\t\tresult[1] = specComp * specularColor * spotAtten;\r\n#else\r\n\t\tresult[1] = vec3(0.);\r\n#endif\r\n\t\tresult[2] = vec3(0.);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult[0] = vec3(0.);\r\n\tresult[1] = vec3(0.);\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\r\n\tmat3 result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult[0] = mix(groundColor, diffuseColor.rgb, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, vSpecularColor.a);\r\n\tresult[1] = specComp * specularColor;\r\n#else\r\n\tresult[1] = vec3(0.);\r\n#endif\r\n\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n\tvec3 normalW = normalize(vNormalW);\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tmat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tmat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tmat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n#ifdef REFLECTIONMAP_3D\r\n\t\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.x;\r\n#else\r\n\t\tvec2 coords = vReflectionUVW.xy;\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\t\tcoords /= vReflectionUVW.z;\r\n#endif\r\n\r\n\t\tcoords.y = 1.0 - coords.y;\r\n\r\n\t\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Specular map\r\n#ifdef SPECULARTERM\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#ifdef SPECULAR\r\n\tspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\r\n#endif\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","legacydefaultVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\r\n\t// having bone influencers implies you have bones\r\n\tuniform mat4 mBones[BonesPerMesh];\r\n\r\n\tattribute vec4 matricesIndices;\r\n\tattribute vec4 matricesWeights;\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tattribute vec4 matricesIndicesExtra;\r\n\t\tattribute vec4 matricesWeightsExtra;\r\n\t#endif\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nuniform vec3 vEyePosition;\r\nvarying vec3 vReflectionUVW;\r\nuniform mat4 reflectionMatrix;\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n\tvec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1.0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n\tcoords.y = 1.0 - coords.y;\r\n#endif\r\n\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\treturn vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\treturn position;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n\treturn vec3(0, 0, 0);\r\n#endif\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld = world;\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 1\r\n\t\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n\t#endif \r\n\t#if NUM_BONE_INFLUENCERS > 2\r\n\t\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 3\r\n\t\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n\t#endif\t\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n\t#endif\r\n\t#if NUM_BONE_INFLUENCERS > 5\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 6\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 7\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n\t#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\t\r\n#ifdef REFLECTION\r\n\tvReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), vNormalW);\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n}","lensFlarePixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","lensFlareVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 viewportMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\r\n}","lensHighlightsPixelShader":"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float gain;\r\nuniform float threshold;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// apply luminance filter\r\nvec4 highlightColor(vec4 color) {\r\n\tvec4 highlight = color;\r\n\tfloat luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\r\n\tfloat lum_threshold;\r\n\tif (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\r\n\telse { lum_threshold = 0.5 + 0.44 * threshold; }\r\n\r\n\tluminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\r\n\r\n\thighlight *= luminance * gain;\r\n\thighlight.a = 1.0;\r\n\r\n\treturn highlight;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\t// quick exit if no highlight computing\r\n\tif (gain == -1.0) {\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t\treturn;\r\n\t}\r\n\r\n\tfloat w = 2.0 / screen_width;\r\n\tfloat h = 2.0 / screen_height;\r\n\r\n\tfloat weight = 1.0;\r\n\r\n\t// compute blurred color\r\n\tvec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n#ifdef PENTAGON\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\r\n#else\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\r\n#endif\r\n\r\n\tblurred /= 39.0;\r\n\r\n\tgl_FragColor = blurred;\r\n\r\n\t//if(vUV.x > 0.5) { gl_FragColor.rgb *= 0.0; }\r\n}","linePixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = color;\r\n}","lineVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 normal;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nuniform float width;\r\nuniform float aspectRatio;\r\n\r\nvoid main(void) {\r\n\tvec4 viewPosition = worldViewProjection * vec4(position, 1.0);\r\n\tvec4 viewPositionNext = worldViewProjection * vec4(normal.xyz, 1.0);\r\n\r\n\tvec2 currentScreen = viewPosition.xy / viewPosition.w;\r\n\tvec2 nextScreen = viewPositionNext.xy / viewPositionNext.w;\r\n\r\n\tcurrentScreen.x *= aspectRatio;\r\n\tnextScreen.x *= aspectRatio;\r\n\r\n\tvec2 dir = normalize(nextScreen - currentScreen);\r\n\tvec2 normalDir = vec2(-dir.y, dir.x);\r\n\r\n\tnormalDir *= width / 2.0;\r\n\tnormalDir.x /= aspectRatio;\r\n\r\n\tvec4 offset = vec4(normalDir * normal.w, 0.0, 0.0);\r\n\tgl_Position = viewPosition + offset;\r\n}","outlinePixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","outlineVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\nuniform mat4 mBones[BonesPerMesh];\r\n\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#if NUM_BONE_INFLUENCERS > 4\r\nattribute vec4 matricesIndicesExtra;\r\nattribute vec4 matricesWeightsExtra;\r\n#endif\r\n#endif\r\n\r\n// Uniform\r\nuniform float offset;\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n\tvec3 offsetPosition = position + normal * offset;\r\n\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n#if NUM_BONE_INFLUENCERS > 1\r\n\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 2\r\n\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 3\r\n\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n#endif\t\r\n\r\n#if NUM_BONE_INFLUENCERS > 4\r\n\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 5\r\n\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 6\r\n\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 7\r\n\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}\r\n","particlesPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\nuniform vec4 textureMask;\r\nuniform sampler2D diffuseSampler;\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tgl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\r\n}","particlesVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 color;\r\nattribute vec4 options;\r\n\r\n// Uniforms\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nuniform mat4 invView;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position, 1.0)).xyz; \r\n\tvec3 cornerPos;\r\n\tfloat size = options.y;\r\n\tfloat angle = options.x;\r\n\tvec2 offset = options.zw;\r\n\r\n\tcornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\t\r\n\tvColor = color;\r\n\tvUV = offset;\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tvec4 worldPos = invView * vec4(viewPos, 1.0);\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n}","passPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tgl_FragColor = texture2D(textureSampler, vUV);\r\n}","postprocessVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","proceduralVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\tvPosition = position;\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","refractionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D refractionSampler;\r\n\r\n// Parameters\r\nuniform vec3 baseColor;\r\nuniform float depth;\r\nuniform float colorLevel;\r\n\r\nvoid main() {\r\n\tfloat ref = 1.0 - texture2D(refractionSampler, vUV).r;\r\n\r\n\tvec2 uv = vUV - vec2(0.5);\r\n\tvec2 offset = uv * depth * ref;\r\n\tvec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\r\n\r\n\tgl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\r\n}","shadowMapPixelShader":"precision highp float;\r\n\r\nvec4 pack(float depth)\r\n{\r\n\tconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n\tconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n\tvec4 res = fract(depth * bit_shift);\r\n\tres -= res.xxyz * bit_mask;\r\n\r\n\treturn res;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nvec2 packHalf(float depth) \r\n{ \r\n\tconst vec2 bitOffset = vec2(1.0 / 255., 0.);\r\n\tvec2 color = vec2(depth, fract(depth * 255.));\r\n\r\n\treturn color - (color.yy * bitOffset);\r\n}\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\tfloat depth = vPosition.z / vPosition.w;\r\n\tdepth = depth * 0.5 + 0.5;\r\n\r\n#ifdef VSM\r\n\tfloat moment1 = depth;\r\n\tfloat moment2 = moment1 * moment1;\r\n\r\n\tgl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\r\n#else\r\n\tgl_FragColor = pack(depth);\r\n#endif\r\n}","shadowMapVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\r\n// having bone influencers implies you have bones\r\nuniform mat4 mBones[BonesPerMesh];\r\n\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#if NUM_BONE_INFLUENCERS > 4\r\nattribute vec4 matricesIndicesExtra;\r\nattribute vec4 matricesWeightsExtra;\r\n#endif\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n#if NUM_BONE_INFLUENCERS > 1\r\n\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 2\r\n\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 3\r\n\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n#endif\t\r\n\r\n#if NUM_BONE_INFLUENCERS > 4\r\n\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 5\r\n\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 6\r\n\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n#endif\t\r\n#if NUM_BONE_INFLUENCERS > 7\r\n\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\tvPosition = viewProjection * finalWorld * vec4(position, 1.0);\r\n\tgl_Position = vPosition;\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","spritesPixelShader":"precision highp float;\r\n\r\nuniform bool alphaTest;\r\n\r\nvarying vec4 vColor;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn min(1., max(0., fogCoeff));\r\n}\r\n#endif\r\n\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tif (alphaTest) \r\n\t{\r\n\t\tif (baseColor.a < 0.95)\r\n\t\t\tdiscard;\r\n\t}\r\n\r\n\tbaseColor *= vColor;\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tbaseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = baseColor;\r\n}","spritesVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec4 position;\r\nattribute vec4 options;\r\nattribute vec4 cellInfo;\r\nattribute vec4 color;\r\n\r\n// Uniforms\r\nuniform vec2 textureInfos;\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz; \r\n\tvec2 cornerPos;\r\n\t\r\n\tfloat angle = position.w;\r\n\tvec2 size = vec2(options.x, options.y);\r\n\tvec2 offset = options.zw;\r\n\tvec2 uvScale = textureInfos.xy;\r\n\r\n\tcornerPos = vec2(offset.x - 0.5, offset.y - 0.5) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\r\n\t// Color\r\n\tvColor = color;\r\n\t\r\n\t// Texture\r\n\tvec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\r\n\r\n\tvUV = (uvOffset + cellInfo.zw) * uvScale;\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = viewPos.z;\r\n#endif\r\n}","ssaoPixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D randomSampler;\r\n\r\nuniform float randTextureTiles;\r\nuniform float samplesFactor;\r\nuniform vec3 sampleSphere[SAMPLES];\r\n\r\nuniform float totalStrength;\r\nuniform float radius;\r\nuniform float area;\r\nuniform float fallOff;\r\nuniform float base;\r\n\r\nvarying vec2 vUV;\r\n\r\nvec3 normalFromDepth(float depth, vec2 coords) {\r\n\tvec2 offset1 = vec2(0.0, radius);\r\n\tvec2 offset2 = vec2(radius, 0.0);\r\n\r\n\tfloat depth1 = texture2D(textureSampler, coords + offset1).r;\r\n\tfloat depth2 = texture2D(textureSampler, coords + offset2).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n\tnormal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec3 random = normalize(texture2D(randomSampler, vUV * randTextureTiles).rgb);\r\n\tfloat depth = texture2D(textureSampler, vUV).r;\r\n\tvec3 position = vec3(vUV, depth);\r\n\tvec3 normal = normalFromDepth(depth, vUV);\r\n\tfloat radiusDepth = radius / depth;\r\n\tfloat occlusion = 0.0;\r\n\r\n\tvec3 ray;\r\n\tvec3 hemiRay;\r\n\tfloat occlusionDepth;\r\n\tfloat difference;\r\n\r\n\tfor (int i = 0; i < SAMPLES; i++)\r\n\t{\r\n\t\tray = radiusDepth * reflect(sampleSphere[i], random);\r\n\t\themiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n\t\tocclusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, vec2(0.001, 0.001), vec2(0.999, 0.999))).r;\r\n\t\tdifference = depth - occlusionDepth;\r\n\r\n\t\tocclusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\r\n\t}\r\n\r\n\tfloat ao = 1.0 - totalStrength * occlusion * samplesFactor;\r\n\r\n\tfloat result = clamp(ao + base, 0.0, 1.0);\r\n\tgl_FragColor.r = result;\r\n\tgl_FragColor.g = result;\r\n\tgl_FragColor.b = result;\r\n\tgl_FragColor.a = 1.0;\r\n}\r\n","ssaoCombinePixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D originalColor;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n\tvec4 ssaoColor = texture2D(textureSampler, vUV);\r\n\tvec4 sceneColor = texture2D(originalColor, vUV);\r\n\r\n\tgl_FragColor = sceneColor * ssaoColor;\r\n}\r\n","stereoscopicInterlacePixelShader":"precision highp float;\r\n\r\nconst vec3 TWO = vec3(2.0, 2.0, 2.0);\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D camASampler;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 stepSize;\r\n\r\nvoid main(void)\r\n{\r\n bool useCamB;\r\n vec2 texCoord1;\r\n vec2 texCoord2;\r\n \r\n vec3 frag1;\r\n vec3 frag2;\r\n \r\n#ifdef IS_STEREOSCOPIC_HORIZ\r\n\t useCamB = vUV.x > 0.5;\r\n\t texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);\r\n\t texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);\r\n#else\r\n\t useCamB = vUV.y > 0.5;\r\n\t texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);\r\n\t texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);\r\n#endif\r\n \r\n // cannot assign a sampler to a variable, so must duplicate texture accesses\r\n if (useCamB){\r\n frag1 = texture2D(textureSampler, texCoord1).rgb;\r\n frag2 = texture2D(textureSampler, texCoord2).rgb;\r\n }else{\r\n frag1 = texture2D(camASampler , texCoord1).rgb;\r\n frag2 = texture2D(camASampler , texCoord2).rgb;\r\n }\r\n \r\n gl_FragColor = vec4((frag1 + frag2) / TWO, 1.0);\r\n}","tonemapPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Constants\r\nuniform float _ExposureAdjustment;\r\n\r\n#if defined(HABLE_TONEMAPPING)\r\n const float A = 0.15;\r\n const float B = 0.50;\r\n const float C = 0.10;\r\n const float D = 0.20;\r\n const float E = 0.02;\r\n const float F = 0.30;\r\n const float W = 11.2;\r\n#endif\r\n\r\nfloat Luminance(vec3 c)\r\n{\r\n return dot(c, vec3(0.22, 0.707, 0.071));\r\n}\r\n\r\nvoid main(void) \r\n{\r\n vec3 colour = texture2D(textureSampler, vUV).rgb;\r\n\r\n#if defined(REINHARD_TONEMAPPING)\r\n\r\n float lum = Luminance(colour.rgb); \r\n float lumTm = lum * _ExposureAdjustment;\r\n float scale = lumTm / (1.0 + lumTm); \r\n\r\n colour *= scale / lum;\r\n\r\n#elif defined(HABLE_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n\r\n const float ExposureBias = 2.0;\r\n vec3 x = ExposureBias * colour;\r\n\r\n vec3 curr = ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;\r\n \r\n x = vec3(W, W, W);\r\n vec3 whiteScale = 1.0 / (((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F);\r\n colour = curr * whiteScale;\r\n\r\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n \r\n vec3 X = max(vec3(0.0, 0.0, 0.0), colour - 0.004);\r\n vec3 retColor = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);\r\n\r\n colour = retColor * retColor;\r\n\r\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\r\n\r\n colour = vec3(1.0, 1.0, 1.0) - exp2(-_ExposureAdjustment * colour);\r\n\r\n#endif\r\n\r\n\tgl_FragColor = vec4(colour.rgb, 1.0);\r\n}","volumetricLightScatteringPixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D lightScatteringSampler;\r\n\r\nuniform float decay;\r\nuniform float exposure;\r\nuniform float weight;\r\nuniform float density;\r\nuniform vec2 meshPositionOnScreen;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n vec2 tc = vUV;\r\n\tvec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\r\n deltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\r\n\r\n float illuminationDecay = 1.0;\r\n\r\n\tvec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\r\n\r\n for(int i=0; i < NUM_SAMPLES; i++) {\r\n tc -= deltaTexCoord;\r\n\t\tvec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\r\n sample *= illuminationDecay * weight;\r\n color += sample;\r\n illuminationDecay *= decay;\r\n }\r\n\r\n vec4 realColor = texture2D(textureSampler, vUV);\r\n gl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\r\n}\r\n","volumetricLightScatteringPassPixelShader":"precision highp float;\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\n#if defined(DIFFUSE_COLOR_RENDER)\r\nuniform vec3 color;\r\n#endif\r\n\r\n#if defined(OPACITY)\r\nuniform sampler2D opacitySampler;\r\nuniform float opacityLevel;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n\tvec4 diffuseColor = texture2D(diffuseSampler, vUV);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n\tif (diffuseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityColor = texture2D(opacitySampler, vUV);\r\n\tfloat alpha = 1.0;\r\n\r\n\t#ifdef OPACITYRGB\r\n\topacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\r\n\t#else\r\n\talpha *= opacityColor.a * opacityLevel;\r\n\t#endif\r\n\r\n\t#if defined(BASIC_RENDER)\r\n\tgl_FragColor = vec4(diffuseColor.rgb, alpha);\r\n\t#elif defined(DIFFUSE_COLOR_RENDER)\r\n\tgl_FragColor = vec4(color.rgb, alpha);\r\n\t#else\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\r\n\t#endif\r\n\r\n\tgl_FragColor.a = alpha;\r\n#else\r\n\r\n\t#if defined(BASIC_RENDER)\r\n\tgl_FragColor = diffuseColor;\r\n\t#elif defined(DIFFUSE_COLOR_RENDER)\r\n\tgl_FragColor = vec4(color.rgb, 1.0);\r\n\t#else\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t#endif\r\n#endif\r\n\r\n}\r\n","vrDistortionCorrectionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 LensCenter;\r\nuniform vec2 Scale;\r\nuniform vec2 ScaleIn;\r\nuniform vec4 HmdWarpParam;\r\n\r\nvec2 HmdWarp(vec2 in01) {\r\n\r\n\tvec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\r\n\tfloat rSq = theta.x * theta.x + theta.y * theta.y;\r\n\tvec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\r\n\treturn LensCenter + Scale * rvector;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 tc = HmdWarp(vUV);\r\n\tif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\telse{\r\n\t\tgl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\r\n\t}\r\n}"}; BABYLON.CollisionWorker="var BABYLON;!function(t){var e=function(t,e,o,i){return t.x>o.x+i?!1:o.x-i>e.x?!1:t.y>o.y+i?!1:o.y-i>e.y?!1:t.z>o.z+i?!1:o.z-i>e.z?!1:!0},o=function(t,e,o,i){var s=e*e-4*t*o,r={root:0,found:!1};if(0>s)return r;var n=Math.sqrt(s),c=(-e-n)/(2*t),h=(-e+n)/(2*t);if(c>h){var a=h;h=c,c=a}return c>0&&i>c?(r.root=c,r.found=!0,r):h>0&&i>h?(r.root=h,r.found=!0,r):r},i=function(){function i(){this.radius=new t.Vector3(1,1,1),this.retry=0,this.basePointWorld=t.Vector3.Zero(),this.velocityWorld=t.Vector3.Zero(),this.normalizedVelocity=t.Vector3.Zero(),this._collisionPoint=t.Vector3.Zero(),this._planeIntersectionPoint=t.Vector3.Zero(),this._tempVector=t.Vector3.Zero(),this._tempVector2=t.Vector3.Zero(),this._tempVector3=t.Vector3.Zero(),this._tempVector4=t.Vector3.Zero(),this._edge=t.Vector3.Zero(),this._baseToVertex=t.Vector3.Zero(),this._destinationPoint=t.Vector3.Zero(),this._slidePlaneNormal=t.Vector3.Zero(),this._displacementVector=t.Vector3.Zero()}return i.prototype._initialize=function(e,o,i){this.velocity=o,t.Vector3.NormalizeToRef(o,this.normalizedVelocity),this.basePoint=e,e.multiplyToRef(this.radius,this.basePointWorld),o.multiplyToRef(this.radius,this.velocityWorld),this.velocityWorldLength=this.velocityWorld.length(),this.epsilon=i,this.collisionFound=!1},i.prototype._checkPointInTriangle=function(e,o,i,s,r){o.subtractToRef(e,this._tempVector),i.subtractToRef(e,this._tempVector2),t.Vector3.CrossToRef(this._tempVector,this._tempVector2,this._tempVector4);var n=t.Vector3.Dot(this._tempVector4,r);return 0>n?!1:(s.subtractToRef(e,this._tempVector3),t.Vector3.CrossToRef(this._tempVector2,this._tempVector3,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),0>n?!1:(t.Vector3.CrossToRef(this._tempVector3,this._tempVector,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),n>=0))},i.prototype._canDoCollision=function(o,i,s,r){var n=t.Vector3.Distance(this.basePointWorld,o),c=Math.max(this.radius.x,this.radius.y,this.radius.z);return n>this.velocityWorldLength+c+i?!1:e(s,r,this.basePointWorld,this.velocityWorldLength+c)?!0:!1},i.prototype._testTriangle=function(e,i,s,r,n,c){var h,a=!1;i||(i=[]),i[e]||(i[e]=new t.Plane(0,0,0,0),i[e].copyFromPoints(s,r,n));var l=i[e];if(c||l.isFrontFacingTo(this.normalizedVelocity,0)){var _=l.signedDistanceTo(this.basePoint),d=t.Vector3.Dot(l.normal,this.velocity);if(0==d){if(Math.abs(_)>=1)return;a=!0,h=0}else{h=(-1-_)/d;var V=(1-_)/d;if(h>V){var u=V;V=h,h=u}if(h>1||0>V)return;0>h&&(h=0),h>1&&(h=1)}this._collisionPoint.copyFromFloats(0,0,0);var P=!1,p=1;if(a||(this.basePoint.subtractToRef(l.normal,this._planeIntersectionPoint),this.velocity.scaleToRef(h,this._tempVector),this._planeIntersectionPoint.addInPlace(this._tempVector),this._checkPointInTriangle(this._planeIntersectionPoint,s,r,n,l.normal)&&(P=!0,p=h,this._collisionPoint.copyFrom(this._planeIntersectionPoint))),!P){var m=this.velocity.lengthSquared(),f=m;this.basePoint.subtractToRef(s,this._tempVector);var T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p);y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(s)),this.basePoint.subtractToRef(r,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(r)),this.basePoint.subtractToRef(n,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(n)),r.subtractToRef(s,this._edge),s.subtractToRef(this.basePoint,this._baseToVertex);var g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex);if(f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found){var D=(v*y.root-R)/g;D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),s.addToRef(this._edge,this._collisionPoint))}n.subtractToRef(r,this._edge),r.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),r.addToRef(this._edge,this._collisionPoint))),s.subtractToRef(n,this._edge),n.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),n.addToRef(this._edge,this._collisionPoint)))}if(P){var x=p*this.velocity.length();(!this.collisionFound||xc;c+=3){var h=e[o[c]-r],a=e[o[c+1]-r],l=e[o[c+2]-r];this._testTriangle(c,t,l,a,h,n)}},i.prototype._getResponse=function(e,o){e.addToRef(o,this._destinationPoint),o.scaleInPlace(this.nearestDistance/o.length()),this.basePoint.addToRef(o,e),e.subtractToRef(this.intersectionPoint,this._slidePlaneNormal),this._slidePlaneNormal.normalize(),this._slidePlaneNormal.scaleToRef(this.epsilon,this._displacementVector),e.addInPlace(this._displacementVector),this.intersectionPoint.addInPlace(this._displacementVector),this._slidePlaneNormal.scaleInPlace(t.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint,this._slidePlaneNormal,this._destinationPoint)),this._destinationPoint.subtractInPlace(this._slidePlaneNormal),this._destinationPoint.subtractToRef(this.intersectionPoint,o)},i}();t.Collider=i}(BABYLON||(BABYLON={}));var BABYLON;!function(o){o.WorkerIncluded=!0;var e=function(){function o(){this._meshes={},this._geometries={}}return o.prototype.getMeshes=function(){return this._meshes},o.prototype.getGeometries=function(){return this._geometries},o.prototype.getMesh=function(o){return this._meshes[o]},o.prototype.addMesh=function(o){this._meshes[o.uniqueId]=o},o.prototype.removeMesh=function(o){delete this._meshes[o]},o.prototype.getGeometry=function(o){return this._geometries[o]},o.prototype.addGeometry=function(o){this._geometries[o.id]=o},o.prototype.removeGeometry=function(o){delete this._geometries[o]},o}();o.CollisionCache=e;var i=function(){function e(e,i,r){this.collider=e,this._collisionCache=i,this.finalPosition=r,this.collisionsScalingMatrix=o.Matrix.Zero(),this.collisionTranformationMatrix=o.Matrix.Zero()}return e.prototype.collideWithWorld=function(o,e,i,r){var t=.01;if(this.collider.retry>=i)return void this.finalPosition.copyFrom(o);this.collider._initialize(o,e,t);for(var s,l=this._collisionCache.getMeshes(),n=Object.keys(l),a=n.length,c=0;a>c;++c)if(s=n[c],parseInt(s)!=r){var d=l[s];d.checkCollisions&&this.checkCollision(d)}return this.collider.collisionFound?((0!==e.x||0!==e.y||0!==e.z)&&this.collider._getResponse(o,e),e.length()<=t?void this.finalPosition.copyFrom(o):(this.collider.retry++,void this.collideWithWorld(o,e,i,r))):void o.addToRef(e,this.finalPosition)},e.prototype.checkCollision=function(e){if(this.collider._canDoCollision(o.Vector3.FromArray(e.sphereCenter),e.sphereRadius,o.Vector3.FromArray(e.boxMinimum),o.Vector3.FromArray(e.boxMaximum))){o.Matrix.ScalingToRef(1/this.collider.radius.x,1/this.collider.radius.y,1/this.collider.radius.z,this.collisionsScalingMatrix);var i=o.Matrix.FromArray(e.worldMatrixFromCache);i.multiplyToRef(this.collisionsScalingMatrix,this.collisionTranformationMatrix),this.processCollisionsForSubMeshes(this.collisionTranformationMatrix,e)}},e.prototype.processCollisionsForSubMeshes=function(o,e){var i=e.subMeshes,r=i.length;if(!e.geometryId)return void console.log(\"no mesh geometry id\");var t=this._collisionCache.getGeometry(e.geometryId);if(!t)return void console.log(\"couldn't find geometry\",e.geometryId);for(var s=0;r>s;s++){var l=i[s];r>1&&!this.checkSubmeshCollision(l)||(this.collideForSubMesh(l,o,t),this.collider.collisionFound&&(this.collider.collidedMesh=e.uniqueId))}},e.prototype.collideForSubMesh=function(e,i,r){if(!r.positionsArray){r.positionsArray=[];for(var t=0,s=r.positions.length;s>t;t+=3){var l=o.Vector3.FromArray([r.positions[t],r.positions[t+1],r.positions[t+2]]);r.positionsArray.push(l)}}if(!e._lastColliderWorldVertices||!e._lastColliderTransformMatrix.equals(i)){e._lastColliderTransformMatrix=i.clone(),e._lastColliderWorldVertices=[],e._trianglePlanes=[];for(var n=e.verticesStart,a=e.verticesStart+e.verticesCount,t=n;a>t;t++)e._lastColliderWorldVertices.push(o.Vector3.TransformCoordinates(r.positionsArray[t],i))}this.collider._collide(e._trianglePlanes,e._lastColliderWorldVertices,r.indices,e.indexStart,e.indexStart+e.indexCount,e.verticesStart,e.hasMaterial)},e.prototype.checkSubmeshCollision=function(e){return this.collider._canDoCollision(o.Vector3.FromArray(e.sphereCenter),e.sphereRadius,o.Vector3.FromArray(e.boxMinimum),o.Vector3.FromArray(e.boxMaximum))},e}();o.CollideWorker=i;var r=function(){function r(){}return r.prototype.onInit=function(i){this._collisionCache=new e;var r={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.INIT};postMessage(r,void 0)},r.prototype.onUpdate=function(e){var i=this,r={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.UPDATE};try{for(var t in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(t)&&this._collisionCache.addGeometry(e.updatedGeometries[t]);for(var s in e.updatedMeshes)e.updatedMeshes.hasOwnProperty(s)&&this._collisionCache.addMesh(e.updatedMeshes[s]);e.removedGeometries.forEach(function(o){i._collisionCache.removeGeometry(o)}),e.removedMeshes.forEach(function(o){i._collisionCache.removeMesh(o)})}catch(l){r.error=o.WorkerReplyType.UNKNOWN_ERROR}postMessage(r,void 0)},r.prototype.onCollision=function(e){var r=o.Vector3.Zero(),t=new o.Collider;t.radius=o.Vector3.FromArray(e.collider.radius);var s=new i(t,this._collisionCache,r);s.collideWithWorld(o.Vector3.FromArray(e.collider.position),o.Vector3.FromArray(e.collider.velocity),e.maximumRetry,e.excludedMeshUniqueId);var l={collidedMeshUniqueId:t.collidedMesh,collisionId:e.collisionId,newPosition:r.asArray()},n={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.COLLIDE,payload:l};postMessage(n,void 0)},r}();o.CollisionDetectorTransferable=r;try{if(self&&self instanceof WorkerGlobalScope){window={},o.Collider||(importScripts(\"./babylon.collisionCoordinator.js\"),importScripts(\"./babylon.collider.js\"),importScripts(\"../Math/babylon.math.js\"));var t=new r,s=function(e){var i=e.data;switch(i.taskType){case o.WorkerTaskType.INIT:t.onInit(i.payload);break;case o.WorkerTaskType.COLLIDE:t.onCollision(i.payload);break;case o.WorkerTaskType.UPDATE:t.onUpdate(i.payload)}};self.onmessage=s}}catch(l){console.log(\"single worker init\")}}(BABYLON||(BABYLON={}));var BABYLON;!function(e){e.CollisionWorker=\"\",function(e){e[e.INIT=0]=\"INIT\",e[e.UPDATE=1]=\"UPDATE\",e[e.COLLIDE=2]=\"COLLIDE\"}(e.WorkerTaskType||(e.WorkerTaskType={}));var o=e.WorkerTaskType;!function(e){e[e.SUCCESS=0]=\"SUCCESS\",e[e.UNKNOWN_ERROR=1]=\"UNKNOWN_ERROR\"}(e.WorkerReplyType||(e.WorkerReplyType={}));var i=e.WorkerReplyType,t=function(){function t(){var r=this;this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this.onMeshUpdated=function(e){r._addUpdateMeshesList[e.uniqueId]=t.SerializeMesh(e)},this.onGeometryUpdated=function(e){r._addUpdateGeometriesList[e.id]=t.SerializeGeometry(e)},this._afterRender=function(){if(r._init&&!(0==r._toRemoveGeometryArray.length&&0==r._toRemoveMeshesArray.length&&0==Object.keys(r._addUpdateGeometriesList).length&&0==Object.keys(r._addUpdateMeshesList).length||r._runningUpdated>4)){++r._runningUpdated;var e={updatedMeshes:r._addUpdateMeshesList,updatedGeometries:r._addUpdateGeometriesList,removedGeometries:r._toRemoveGeometryArray,removedMeshes:r._toRemoveMeshesArray},i={payload:e,taskType:o.UPDATE},t=[];for(var s in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(s)&&(t.push(i.payload.updatedGeometries[s].indices.buffer),t.push(i.payload.updatedGeometries[s].normals.buffer),t.push(i.payload.updatedGeometries[s].positions.buffer));r._worker.postMessage(i,t),r._addUpdateMeshesList={},r._addUpdateGeometriesList={},r._toRemoveGeometryArray=[],r._toRemoveMeshesArray=[]}},this._onMessageFromWorker=function(t){var s=t.data;if(s.error!=i.SUCCESS)return void e.Tools.Warn(\"error returned from worker!\");switch(s.taskType){case o.INIT:r._init=!0,r._scene.meshes.forEach(function(e){r.onMeshAdded(e)}),r._scene.getGeometries().forEach(function(e){r.onGeometryAdded(e)});break;case o.UPDATE:r._runningUpdated--;break;case o.COLLIDE:r._runningCollisionTask=!1;var n=s.payload;if(!r._collisionsCallbackArray[n.collisionId])return;r._collisionsCallbackArray[n.collisionId](n.collisionId,e.Vector3.FromArray(n.newPosition),r._scene.getMeshByUniqueID(n.collidedMeshUniqueId)),r._collisionsCallbackArray[n.collisionId]=void 0}},this._collisionsCallbackArray=[],this._init=!1,this._runningUpdated=0,this._runningCollisionTask=!1,this._addUpdateMeshesList={},this._addUpdateGeometriesList={},this._toRemoveGeometryArray=[],this._toRemoveMeshesArray=[]}return t.prototype.getNewPosition=function(e,i,t,r,s,n,a){if(this._init&&!this._collisionsCallbackArray[a]&&!this._collisionsCallbackArray[a+1e5]){e.divideToRef(t.radius,this._scaledPosition),i.divideToRef(t.radius,this._scaledVelocity),this._collisionsCallbackArray[a]=n;var d={collider:{position:this._scaledPosition.asArray(),velocity:this._scaledVelocity.asArray(),radius:t.radius.asArray()},collisionId:a,excludedMeshUniqueId:s?s.uniqueId:null,maximumRetry:r},l={payload:d,taskType:o.COLLIDE};this._worker.postMessage(l)}},t.prototype.init=function(i){this._scene=i,this._scene.registerAfterRender(this._afterRender);var t=e.WorkerIncluded?e.Engine.CodeRepository+\"Collisions/babylon.collisionWorker.js\":URL.createObjectURL(new Blob([e.CollisionWorker],{type:\"application/javascript\"}));this._worker=new Worker(t),this._worker.onmessage=this._onMessageFromWorker;var r={payload:{},taskType:o.INIT};this._worker.postMessage(r)},t.prototype.destroy=function(){this._scene.unregisterAfterRender(this._afterRender),this._worker.terminate()},t.prototype.onMeshAdded=function(e){e.registerAfterWorldMatrixUpdate(this.onMeshUpdated),this.onMeshUpdated(e)},t.prototype.onMeshRemoved=function(e){this._toRemoveMeshesArray.push(e.uniqueId)},t.prototype.onGeometryAdded=function(e){e.onGeometryUpdated=this.onGeometryUpdated,this.onGeometryUpdated(e)},t.prototype.onGeometryDeleted=function(e){this._toRemoveGeometryArray.push(e.id)},t.SerializeMesh=function(o){var i=[];o.subMeshes&&(i=o.subMeshes.map(function(e,o){return{position:o,verticesStart:e.verticesStart,verticesCount:e.verticesCount,indexStart:e.indexStart,indexCount:e.indexCount,hasMaterial:!!e.getMaterial(),sphereCenter:e.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:e.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:e.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:e.getBoundingInfo().boundingBox.maximumWorld.asArray()}}));var t=null;return o instanceof e.Mesh?t=o.geometry?o.geometry.id:null:o instanceof e.InstancedMesh&&(t=o.sourceMesh&&o.sourceMesh.geometry?o.sourceMesh.geometry.id:null),{uniqueId:o.uniqueId,id:o.id,name:o.name,geometryId:t,sphereCenter:o.getBoundingInfo().boundingSphere.centerWorld.asArray(),sphereRadius:o.getBoundingInfo().boundingSphere.radiusWorld,boxMinimum:o.getBoundingInfo().boundingBox.minimumWorld.asArray(),boxMaximum:o.getBoundingInfo().boundingBox.maximumWorld.asArray(),worldMatrixFromCache:o.worldMatrixFromCache.asArray(),subMeshes:i,checkCollisions:o.checkCollisions}},t.SerializeGeometry=function(o){return{id:o.id,positions:new Float32Array(o.getVerticesData(e.VertexBuffer.PositionKind)||[]),normals:new Float32Array(o.getVerticesData(e.VertexBuffer.NormalKind)||[]),indices:new Int32Array(o.getIndices()||[])}},t}();e.CollisionCoordinatorWorker=t;var r=function(){function o(){this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this._finalPosition=e.Vector3.Zero()}return o.prototype.getNewPosition=function(e,o,i,t,r,s,n){e.divideToRef(i.radius,this._scaledPosition),o.divideToRef(i.radius,this._scaledVelocity),i.collidedMesh=null,i.retry=0,i.initialVelocity=this._scaledVelocity,i.initialPosition=this._scaledPosition,this._collideWithWorld(this._scaledPosition,this._scaledVelocity,i,t,this._finalPosition,r),this._finalPosition.multiplyInPlace(i.radius),s(n,this._finalPosition,i.collidedMesh)},o.prototype.init=function(e){this._scene=e},o.prototype.destroy=function(){},o.prototype.onMeshAdded=function(e){},o.prototype.onMeshUpdated=function(e){},o.prototype.onMeshRemoved=function(e){},o.prototype.onGeometryAdded=function(e){},o.prototype.onGeometryUpdated=function(e){},o.prototype.onGeometryDeleted=function(e){},o.prototype._collideWithWorld=function(o,i,t,r,s,n){void 0===n&&(n=null);var a=10*e.Engine.CollisionsEpsilon;if(t.retry>=r)return void s.copyFrom(o);t._initialize(o,i,a);for(var d=0;dr.x?r.x:o,o=or.y?r.y:s,s=sn.x?t.x:n.x,o=t.y>n.y?t.y:n.y;return new i(r,o)},i.Transform=function(t,n){var r=t.x*n.m[0]+t.y*n.m[4],o=t.x*n.m[1]+t.y*n.m[5];return new i(r,o)},i.Distance=function(t,n){return Math.sqrt(i.DistanceSquared(t,n))},i.DistanceSquared=function(t,i){var n=t.x-i.x,r=t.y-i.y;return n*n+r*r},i}();t.Vector2=s;var e=function(){function i(t,i,n){this.x=t,this.y=i,this.z=n}return i.prototype.toString=function(){return\"{X: \"+this.x+\" Y:\"+this.y+\" Z:\"+this.z+\"}\"},i.prototype.asArray=function(){var t=[];return this.toArray(t,0),t},i.prototype.toArray=function(t,i){return void 0===i&&(i=0),t[i]=this.x,t[i+1]=this.y,t[i+2]=this.z,this},i.prototype.toQuaternion=function(){var t=new a(0,0,0,1),i=Math.cos(.5*(this.x+this.z)),n=Math.sin(.5*(this.x+this.z)),r=Math.cos(.5*(this.z-this.x)),o=Math.sin(.5*(this.z-this.x)),s=Math.cos(.5*this.y),e=Math.sin(.5*this.y);return t.x=r*e,t.y=-o*e,t.z=n*s,t.w=i*s,t},i.prototype.addInPlace=function(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this},i.prototype.add=function(t){return new i(this.x+t.x,this.y+t.y,this.z+t.z)},i.prototype.addToRef=function(t,i){return i.x=this.x+t.x,i.y=this.y+t.y,i.z=this.z+t.z,this},i.prototype.subtractInPlace=function(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this},i.prototype.subtract=function(t){return new i(this.x-t.x,this.y-t.y,this.z-t.z)},i.prototype.subtractToRef=function(t,i){return i.x=this.x-t.x,i.y=this.y-t.y,i.z=this.z-t.z,this},i.prototype.subtractFromFloats=function(t,n,r){return new i(this.x-t,this.y-n,this.z-r)},i.prototype.subtractFromFloatsToRef=function(t,i,n,r){return r.x=this.x-t,r.y=this.y-i,r.z=this.z-n,this},i.prototype.negate=function(){return new i(-this.x,-this.y,-this.z)},i.prototype.scaleInPlace=function(t){return this.x*=t,this.y*=t,this.z*=t,this},i.prototype.scale=function(t){return new i(this.x*t,this.y*t,this.z*t)},i.prototype.scaleToRef=function(t,i){i.x=this.x*t,i.y=this.y*t,i.z=this.z*t},i.prototype.equals=function(t){return 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n,r=t.m,o=r[0],s=r[4],e=r[8],h=r[1],a=r[5],u=r[9],m=r[2],y=r[6],c=r[10],p=o+a+c;p>0?(n=.5/Math.sqrt(p+1),i.w=.25/n,i.x=(y-u)*n,i.y=(e-m)*n,i.z=(h-s)*n):o>a&&o>c?(n=2*Math.sqrt(1+o-a-c),i.w=(y-u)/n,i.x=.25*n,i.y=(s+h)/n,i.z=(e+m)/n):a>c?(n=2*Math.sqrt(1+a-o-c),i.w=(e-m)/n,i.x=(s+h)/n,i.y=.25*n,i.z=(u+y)/n):(n=2*Math.sqrt(1+c-o-a),i.w=(h-s)/n,i.x=(e+m)/n,i.y=(u+y)/n,i.z=.25*n)},t.Inverse=function(i){return new t(-i.x,-i.y,-i.z,i.w)},t.Identity=function(){return new t(0,0,0,1)},t.RotationAxis=function(i,n){var r=new t,o=Math.sin(n/2);return i.normalize(),r.w=Math.cos(n/2),r.x=i.x*o,r.y=i.y*o,r.z=i.z*o,r},t.FromArray=function(i,n){return n||(n=0),new t(i[n],i[n+1],i[n+2],i[n+3])},t.RotationYawPitchRoll=function(i,n,r){var o=new t;return t.RotationYawPitchRollToRef(i,n,r,o),o},t.RotationYawPitchRollToRef=function(t,i,n,r){var o=.5*n,s=.5*i,e=.5*t,h=Math.sin(o),a=Math.cos(o),u=Math.sin(s),m=Math.cos(s),y=Math.sin(e),c=Math.cos(e);r.x=c*u*a+y*m*h,r.y=y*m*a-c*u*h,r.z=c*m*h-y*u*a,r.w=c*m*a+y*u*h},t.RotationAlphaBetaGamma=function(i,n,r){var o=new t;return t.RotationAlphaBetaGammaToRef(i,n,r,o),o},t.RotationAlphaBetaGammaToRef=function(t,i,n,r){var o=.5*(n+t),s=.5*(n-t),e=.5*i;r.x=Math.cos(s)*Math.sin(e),r.y=Math.sin(s)*Math.sin(e),r.z=Math.sin(o)*Math.cos(e),r.w=Math.cos(o)*Math.cos(e)},t.Slerp=function(i,n,r){var o,s,e=r,h=i.x*n.x+i.y*n.y+i.z*n.z+i.w*n.w,a=!1;if(0>h&&(a=!0,h=-h),h>.999999)s=1-e,o=a?-e:e;else{var u=Math.acos(h),m=1/Math.sin(u);s=Math.sin((1-e)*u)*m,o=a?-Math.sin(e*u)*m:Math.sin(e*u)*m}return new t(s*i.x+o*n.x,s*i.y+o*n.y,s*i.z+o*n.z,s*i.w+o*n.w)},t}();t.Quaternion=a;var u=function(){function i(){this.m=new Float32Array(16)}return i.prototype.isIdentity=function(){return 1!==this.m[0]||1!==this.m[5]||1!==this.m[10]||1!==this.m[15]?!1:0!==this.m[1]||0!==this.m[2]||0!==this.m[3]||0!==this.m[4]||0!==this.m[6]||0!==this.m[7]||0!==this.m[8]||0!==this.m[9]||0!==this.m[11]||0!==this.m[12]||0!==this.m[13]||0!==this.m[14]?!1:!0},i.prototype.determinant=function(){var t=this.m[10]*this.m[15]-this.m[11]*this.m[14],i=this.m[9]*this.m[15]-this.m[11]*this.m[13],n=this.m[9]*this.m[14]-this.m[10]*this.m[13],r=this.m[8]*this.m[15]-this.m[11]*this.m[12],o=this.m[8]*this.m[14]-this.m[10]*this.m[12],s=this.m[8]*this.m[13]-this.m[9]*this.m[12];return this.m[0]*(this.m[5]*t-this.m[6]*i+this.m[7]*n)-this.m[1]*(this.m[4]*t-this.m[6]*r+this.m[7]*o)+this.m[2]*(this.m[4]*i-this.m[5]*r+this.m[7]*s)-this.m[3]*(this.m[4]*n-this.m[5]*o+this.m[6]*s)},i.prototype.toArray=function(){return this.m},i.prototype.asArray=function(){return this.toArray()},i.prototype.invert=function(){return this.invertToRef(this),this},i.prototype.reset=function(){for(var t=0;16>t;t++)this.m[t]=0;return this},i.prototype.add=function(t){var n=new i;return this.addToRef(t,n),n},i.prototype.addToRef=function(t,i){for(var n=0;16>n;n++)i.m[n]=this.m[n]+t.m[n];return this},i.prototype.addToSelf=function(t){for(var i=0;16>i;i++)this.m[i]+=t.m[i];return this},i.prototype.invertToRef=function(t){var i=this.m[0],n=this.m[1],r=this.m[2],o=this.m[3],s=this.m[4],e=this.m[5],h=this.m[6],a=this.m[7],u=this.m[8],m=this.m[9],y=this.m[10],c=this.m[11],p=this.m[12],f=this.m[13],l=this.m[14],x=this.m[15],z=y*x-c*l,w=m*x-c*f,v=m*l-y*f,g=u*x-c*p,d=u*l-y*p,T=u*f-m*p,R=e*z-h*w+a*v,_=-(s*z-h*g+a*d),M=s*w-e*g+a*T,F=-(s*v-e*d+h*T),b=1/(i*R+n*_+r*M+o*F),A=h*x-a*l,P=e*x-a*f,C=e*l-h*f,I=s*x-a*p,E=s*l-h*p,L=s*f-e*p,q=h*c-a*y,S=e*c-a*m,D=e*y-h*m,Z=s*c-a*u,N=s*y-h*u,W=s*m-e*u;return t.m[0]=R*b,t.m[4]=_*b,t.m[8]=M*b,t.m[12]=F*b,t.m[1]=-(n*z-r*w+o*v)*b,t.m[5]=(i*z-r*g+o*d)*b,t.m[9]=-(i*w-n*g+o*T)*b,t.m[13]=(i*v-n*d+r*T)*b,t.m[2]=(n*A-r*P+o*C)*b,t.m[6]=-(i*A-r*I+o*E)*b,t.m[10]=(i*P-n*I+o*L)*b,t.m[14]=-(i*C-n*E+r*L)*b,t.m[3]=-(n*q-r*S+o*D)*b,t.m[7]=(i*q-r*Z+o*N)*b,t.m[11]=-(i*S-n*Z+o*W)*b,t.m[15]=(i*D-n*N+r*W)*b,this},i.prototype.setTranslation=function(t){return this.m[12]=t.x,this.m[13]=t.y,this.m[14]=t.z,this},i.prototype.multiply=function(t){var n=new i;return this.multiplyToRef(t,n),n},i.prototype.copyFrom=function(t){for(var i=0;16>i;i++)this.m[i]=t.m[i];return this},i.prototype.copyToArray=function(t,i){void 0===i&&(i=0);for(var n=0;16>n;n++)t[i+n]=this.m[n];return this},i.prototype.multiplyToRef=function(t,i){return this.multiplyToArray(t,i.m,0),this},i.prototype.multiplyToArray=function(t,i,n){var r=this.m[0],o=this.m[1],s=this.m[2],e=this.m[3],h=this.m[4],a=this.m[5],u=this.m[6],m=this.m[7],y=this.m[8],c=this.m[9],p=this.m[10],f=this.m[11],l=this.m[12],x=this.m[13],z=this.m[14],w=this.m[15],v=t.m[0],g=t.m[1],d=t.m[2],T=t.m[3],R=t.m[4],_=t.m[5],M=t.m[6],F=t.m[7],b=t.m[8],A=t.m[9],P=t.m[10],C=t.m[11],I=t.m[12],E=t.m[13],L=t.m[14],q=t.m[15];return i[n]=r*v+o*R+s*b+e*I,i[n+1]=r*g+o*_+s*A+e*E,i[n+2]=r*d+o*M+s*P+e*L,i[n+3]=r*T+o*F+s*C+e*q,i[n+4]=h*v+a*R+u*b+m*I,i[n+5]=h*g+a*_+u*A+m*E,i[n+6]=h*d+a*M+u*P+m*L,i[n+7]=h*T+a*F+u*C+m*q,i[n+8]=y*v+c*R+p*b+f*I,i[n+9]=y*g+c*_+p*A+f*E,i[n+10]=y*d+c*M+p*P+f*L,i[n+11]=y*T+c*F+p*C+f*q,i[n+12]=l*v+x*R+z*b+w*I,i[n+13]=l*g+x*_+z*A+w*E,i[n+14]=l*d+x*M+z*P+w*L,i[n+15]=l*T+x*F+z*C+w*q,this},i.prototype.equals=function(t){return t&&this.m[0]===t.m[0]&&this.m[1]===t.m[1]&&this.m[2]===t.m[2]&&this.m[3]===t.m[3]&&this.m[4]===t.m[4]&&this.m[5]===t.m[5]&&this.m[6]===t.m[6]&&this.m[7]===t.m[7]&&this.m[8]===t.m[8]&&this.m[9]===t.m[9]&&this.m[10]===t.m[10]&&this.m[11]===t.m[11]&&this.m[12]===t.m[12]&&this.m[13]===t.m[13]&&this.m[14]===t.m[14]&&this.m[15]===t.m[15]},i.prototype.clone=function(){return i.FromValues(this.m[0],this.m[1],this.m[2],this.m[3],this.m[4],this.m[5],this.m[6],this.m[7],this.m[8],this.m[9],this.m[10],this.m[11],this.m[12],this.m[13],this.m[14],this.m[15])},i.prototype.decompose=function(n,r,o){o.x=this.m[12],o.y=this.m[13],o.z=this.m[14];var s=t.Tools.Sign(this.m[0]*this.m[1]*this.m[2]*this.m[3])<0?-1:1,e=t.Tools.Sign(this.m[4]*this.m[5]*this.m[6]*this.m[7])<0?-1:1,h=t.Tools.Sign(this.m[8]*this.m[9]*this.m[10]*this.m[11])<0?-1:1;if(n.x=s*Math.sqrt(this.m[0]*this.m[0]+this.m[1]*this.m[1]+this.m[2]*this.m[2]),n.y=e*Math.sqrt(this.m[4]*this.m[4]+this.m[5]*this.m[5]+this.m[6]*this.m[6]),n.z=h*Math.sqrt(this.m[8]*this.m[8]+this.m[9]*this.m[9]+this.m[10]*this.m[10]),0===n.x||0===n.y||0===n.z)return r.x=0,r.y=0,r.z=0,r.w=1,!1;var u=i.FromValues(this.m[0]/n.x,this.m[1]/n.x,this.m[2]/n.x,0,this.m[4]/n.y,this.m[5]/n.y,this.m[6]/n.y,0,this.m[8]/n.z,this.m[9]/n.z,this.m[10]/n.z,0,0,0,0,1);return a.FromRotationMatrixToRef(u,r),!0},i.FromArray=function(t,n){var r=new i;return n||(n=0),i.FromArrayToRef(t,n,r),r},i.FromArrayToRef=function(t,i,n){for(var r=0;16>r;r++)n.m[r]=t[r+i]},i.FromFloat32ArrayToRefScaled=function(t,i,n,r){for(var o=0;16>o;o++)r.m[o]=t[o+i]*n},i.FromValuesToRef=function(t,i,n,r,o,s,e,h,a,u,m,y,c,p,f,l,x){x.m[0]=t,x.m[1]=i,x.m[2]=n,x.m[3]=r,x.m[4]=o,x.m[5]=s,x.m[6]=e,x.m[7]=h,x.m[8]=a,x.m[9]=u,x.m[10]=m,x.m[11]=y,x.m[12]=c,x.m[13]=p,x.m[14]=f,x.m[15]=l},i.FromValues=function(t,n,r,o,s,e,h,a,u,m,y,c,p,f,l,x){var z=new i;return z.m[0]=t,z.m[1]=n,z.m[2]=r,z.m[3]=o,z.m[4]=s,z.m[5]=e,z.m[6]=h,z.m[7]=a,z.m[8]=u,z.m[9]=m,z.m[10]=y,z.m[11]=c,z.m[12]=p,z.m[13]=f,z.m[14]=l,z.m[15]=x,z},i.Compose=function(t,n,r){var o=i.FromValues(t.x,0,0,0,0,t.y,0,0,0,0,t.z,0,0,0,0,1),s=i.Identity();return n.toRotationMatrix(s),o=o.multiply(s),o.setTranslation(r),o},i.Identity=function(){return i.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)},i.IdentityToRef=function(t){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t)},i.Zero=function(){return i.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)},i.RotationX=function(t){var n=new i;return i.RotationXToRef(t,n),n},i.Invert=function(t){var n=new i;return t.invertToRef(n),n},i.RotationXToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[0]=1,i.m[15]=1,i.m[5]=r,i.m[10]=r,i.m[9]=-n,i.m[6]=n,i.m[1]=0,i.m[2]=0,i.m[3]=0,i.m[4]=0,i.m[7]=0,i.m[8]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationY=function(t){var n=new i;return i.RotationYToRef(t,n),n},i.RotationYToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[5]=1,i.m[15]=1,i.m[0]=r,i.m[2]=-n,i.m[8]=n,i.m[10]=r,i.m[1]=0,i.m[3]=0,i.m[4]=0,i.m[6]=0,i.m[7]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationZ=function(t){var n=new i;return i.RotationZToRef(t,n),n},i.RotationZToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[10]=1,i.m[15]=1,i.m[0]=r,i.m[1]=n,i.m[4]=-n,i.m[5]=r,i.m[2]=0,i.m[3]=0,i.m[6]=0,i.m[7]=0,i.m[8]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationAxis=function(t,n){var r=i.Zero();return i.RotationAxisToRef(t,n,r),r},i.RotationAxisToRef=function(t,i,n){var r=Math.sin(-i),o=Math.cos(-i),s=1-o;t.normalize(),n.m[0]=t.x*t.x*s+o,n.m[1]=t.x*t.y*s-t.z*r,n.m[2]=t.x*t.z*s+t.y*r,n.m[3]=0,n.m[4]=t.y*t.x*s+t.z*r,n.m[5]=t.y*t.y*s+o,n.m[6]=t.y*t.z*s-t.x*r,\nn.m[7]=0,n.m[8]=t.z*t.x*s-t.y*r,n.m[9]=t.z*t.y*s+t.x*r,n.m[10]=t.z*t.z*s+o,n.m[11]=0,n.m[15]=1},i.RotationYawPitchRoll=function(t,n,r){var o=new i;return i.RotationYawPitchRollToRef(t,n,r,o),o},i.RotationYawPitchRollToRef=function(t,i,n,r){a.RotationYawPitchRollToRef(t,i,n,this._tempQuaternion),this._tempQuaternion.toRotationMatrix(r)},i.Scaling=function(t,n,r){var o=i.Zero();return i.ScalingToRef(t,n,r,o),o},i.ScalingToRef=function(t,i,n,r){r.m[0]=t,r.m[1]=0,r.m[2]=0,r.m[3]=0,r.m[4]=0,r.m[5]=i,r.m[6]=0,r.m[7]=0,r.m[8]=0,r.m[9]=0,r.m[10]=n,r.m[11]=0,r.m[12]=0,r.m[13]=0,r.m[14]=0,r.m[15]=1},i.Translation=function(t,n,r){var o=i.Identity();return i.TranslationToRef(t,n,r,o),o},i.TranslationToRef=function(t,n,r,o){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,n,r,1,o)},i.Lerp=function(t,n,r){var o=new e(0,0,0),s=new a,h=new e(0,0,0);t.decompose(o,s,h);var u=new e(0,0,0),m=new a,y=new e(0,0,0);n.decompose(u,m,y);var c=e.Lerp(o,u,r),p=a.Slerp(s,m,r),f=e.Lerp(h,y,r);return i.Compose(c,p,f)},i.LookAtLH=function(t,n,r){var o=i.Zero();return i.LookAtLHToRef(t,n,r,o),o},i.LookAtLHToRef=function(t,n,r,o){n.subtractToRef(t,this._zAxis),this._zAxis.normalize(),e.CrossToRef(r,this._zAxis,this._xAxis),0===this._xAxis.lengthSquared()?this._xAxis.x=1:this._xAxis.normalize(),e.CrossToRef(this._zAxis,this._xAxis,this._yAxis),this._yAxis.normalize();var s=-e.Dot(this._xAxis,t),h=-e.Dot(this._yAxis,t),a=-e.Dot(this._zAxis,t);return i.FromValuesToRef(this._xAxis.x,this._yAxis.x,this._zAxis.x,0,this._xAxis.y,this._yAxis.y,this._zAxis.y,0,this._xAxis.z,this._yAxis.z,this._zAxis.z,0,s,h,a,1,o)},i.OrthoLH=function(t,n,r,o){var s=i.Zero();return i.OrthoLHToRef(t,n,r,o,s),s},i.OrthoLHToRef=function(t,n,r,o,s){var e=2/t,h=2/n,a=1/(o-r),u=r/(r-o);i.FromValuesToRef(e,0,0,0,0,h,0,0,0,0,a,0,0,0,u,1,s)},i.OrthoOffCenterLH=function(t,n,r,o,s,e){var h=i.Zero();return i.OrthoOffCenterLHToRef(t,n,r,o,s,e,h),h},i.OrthoOffCenterLHToRef=function(t,i,n,r,o,s,e){e.m[0]=2/(i-t),e.m[1]=e.m[2]=e.m[3]=0,e.m[5]=2/(r-n),e.m[4]=e.m[6]=e.m[7]=0,e.m[10]=-1/(o-s),e.m[8]=e.m[9]=e.m[11]=0,e.m[12]=(t+i)/(t-i),e.m[13]=(r+n)/(n-r),e.m[14]=o/(o-s),e.m[15]=1},i.PerspectiveLH=function(t,n,r,o){var s=i.Zero();return s.m[0]=2*r/t,s.m[1]=s.m[2]=s.m[3]=0,s.m[5]=2*r/n,s.m[4]=s.m[6]=s.m[7]=0,s.m[10]=-o/(r-o),s.m[8]=s.m[9]=0,s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=r*o/(r-o),s},i.PerspectiveFovLH=function(t,n,r,o){var s=i.Zero();return i.PerspectiveFovLHToRef(t,n,r,o,s),s},i.PerspectiveFovLHToRef=function(i,n,r,o,s,e){void 0===e&&(e=t.Camera.FOVMODE_VERTICAL_FIXED);var h=1/Math.tan(.5*i),a=e===t.Camera.FOVMODE_VERTICAL_FIXED;a?s.m[0]=h/n:s.m[0]=h,s.m[1]=s.m[2]=s.m[3]=0,a?s.m[5]=h:s.m[5]=h*n,s.m[4]=s.m[6]=s.m[7]=0,s.m[8]=s.m[9]=0,s.m[10]=-o/(r-o),s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=r*o/(r-o)},i.GetFinalMatrix=function(t,n,r,o,s,e){var h=t.width,a=t.height,u=t.x,m=t.y,y=i.FromValues(h/2,0,0,0,0,-a/2,0,0,0,0,e-s,0,u+h/2,a/2+m,s,1);return n.multiply(r).multiply(o).multiply(y)},i.GetAsMatrix2x2=function(t){return new Float32Array([t.m[0],t.m[1],t.m[4],t.m[5]])},i.GetAsMatrix3x3=function(t){return new Float32Array([t.m[0],t.m[1],t.m[2],t.m[4],t.m[5],t.m[6],t.m[8],t.m[9],t.m[10]])},i.Transpose=function(t){var n=new i;return n.m[0]=t.m[0],n.m[1]=t.m[4],n.m[2]=t.m[8],n.m[3]=t.m[12],n.m[4]=t.m[1],n.m[5]=t.m[5],n.m[6]=t.m[9],n.m[7]=t.m[13],n.m[8]=t.m[2],n.m[9]=t.m[6],n.m[10]=t.m[10],n.m[11]=t.m[14],n.m[12]=t.m[3],n.m[13]=t.m[7],n.m[14]=t.m[11],n.m[15]=t.m[15],n},i.Reflection=function(t){var n=new i;return i.ReflectionToRef(t,n),n},i.ReflectionToRef=function(t,i){t.normalize();var n=t.normal.x,r=t.normal.y,o=t.normal.z,s=-2*n,e=-2*r,h=-2*o;i.m[0]=s*n+1,i.m[1]=e*n,i.m[2]=h*n,i.m[3]=0,i.m[4]=s*r,i.m[5]=e*r+1,i.m[6]=h*r,i.m[7]=0,i.m[8]=s*o,i.m[9]=e*o,i.m[10]=h*o+1,i.m[11]=0,i.m[12]=s*t.d,i.m[13]=e*t.d,i.m[14]=h*t.d,i.m[15]=1},i._tempQuaternion=new a,i._xAxis=e.Zero(),i._yAxis=e.Zero(),i._zAxis=e.Zero(),i}();t.Matrix=u;var m=function(){function t(t,i,n,r){this.normal=new e(t,i,n),this.d=r}return t.prototype.asArray=function(){return[this.normal.x,this.normal.y,this.normal.z,this.d]},t.prototype.clone=function(){return new t(this.normal.x,this.normal.y,this.normal.z,this.d)},t.prototype.normalize=function(){var t=Math.sqrt(this.normal.x*this.normal.x+this.normal.y*this.normal.y+this.normal.z*this.normal.z),i=0;return 0!==t&&(i=1/t),this.normal.x*=i,this.normal.y*=i,this.normal.z*=i,this.d*=i,this},t.prototype.transform=function(i){var n=u.Transpose(i),r=this.normal.x,o=this.normal.y,s=this.normal.z,e=this.d,h=r*n.m[0]+o*n.m[1]+s*n.m[2]+e*n.m[3],a=r*n.m[4]+o*n.m[5]+s*n.m[6]+e*n.m[7],m=r*n.m[8]+o*n.m[9]+s*n.m[10]+e*n.m[11],y=r*n.m[12]+o*n.m[13]+s*n.m[14]+e*n.m[15];return new t(h,a,m,y)},t.prototype.dotCoordinate=function(t){return this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z+this.d},t.prototype.copyFromPoints=function(t,i,n){var r,o=i.x-t.x,s=i.y-t.y,e=i.z-t.z,h=n.x-t.x,a=n.y-t.y,u=n.z-t.z,m=s*u-e*a,y=e*h-o*u,c=o*a-s*h,p=Math.sqrt(m*m+y*y+c*c);return r=0!==p?1/p:0,this.normal.x=m*r,this.normal.y=y*r,this.normal.z=c*r,this.d=-(this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z),this},t.prototype.isFrontFacingTo=function(t,i){var n=e.Dot(this.normal,t);return i>=n},t.prototype.signedDistanceTo=function(t){return e.Dot(t,this.normal)+this.d},t.FromArray=function(i){return new t(i[0],i[1],i[2],i[3])},t.FromPoints=function(i,n,r){var o=new t(0,0,0,0);return o.copyFromPoints(i,n,r),o},t.FromPositionAndNormal=function(i,n){var r=new t(0,0,0,0);return n.normalize(),r.normal=n,r.d=-(n.x*i.x+n.y*i.y+n.z*i.z),r},t.SignedDistanceToPlaneFromPositionAndNormal=function(t,i,n){var r=-(i.x*t.x+i.y*t.y+i.z*t.z);return e.Dot(n,i)+r},t}();t.Plane=m;var y=function(){function t(t,i,n,r){this.x=t,this.y=i,this.width=n,this.height=r}return t.prototype.toGlobal=function(i){var n=i.getRenderWidth(),r=i.getRenderHeight();return new t(this.x*n,this.y*r,this.width*n,this.height*r)},t}();t.Viewport=y;var c=function(){function t(){}return t.GetPlanes=function(i){for(var n=[],r=0;6>r;r++)n.push(new m(0,0,0,0));return t.GetPlanesToRef(i,n),n},t.GetPlanesToRef=function(t,i){i[0].normal.x=t.m[3]+t.m[2],i[0].normal.y=t.m[7]+t.m[6],i[0].normal.z=t.m[11]+t.m[10],i[0].d=t.m[15]+t.m[14],i[0].normalize(),i[1].normal.x=t.m[3]-t.m[2],i[1].normal.y=t.m[7]-t.m[6],i[1].normal.z=t.m[11]-t.m[10],i[1].d=t.m[15]-t.m[14],i[1].normalize(),i[2].normal.x=t.m[3]+t.m[0],i[2].normal.y=t.m[7]+t.m[4],i[2].normal.z=t.m[11]+t.m[8],i[2].d=t.m[15]+t.m[12],i[2].normalize(),i[3].normal.x=t.m[3]-t.m[0],i[3].normal.y=t.m[7]-t.m[4],i[3].normal.z=t.m[11]-t.m[8],i[3].d=t.m[15]-t.m[12],i[3].normalize(),i[4].normal.x=t.m[3]-t.m[1],i[4].normal.y=t.m[7]-t.m[5],i[4].normal.z=t.m[11]-t.m[9],i[4].d=t.m[15]-t.m[13],i[4].normalize(),i[5].normal.x=t.m[3]+t.m[1],i[5].normal.y=t.m[7]+t.m[5],i[5].normal.z=t.m[11]+t.m[9],i[5].d=t.m[15]+t.m[13],i[5].normalize()},t}();t.Frustum=c;var p=function(){function i(t,i,n){void 0===n&&(n=Number.MAX_VALUE),this.origin=t,this.direction=i,this.length=n}return i.prototype.intersectsBoxMinMax=function(t,i){var n,r,o,s,e=0,h=Number.MAX_VALUE;if(Math.abs(this.direction.x)<1e-7){if(this.origin.xi.x)return!1}else if(n=1/this.direction.x,r=(t.x-this.origin.x)*n,o=(i.x-this.origin.x)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;if(Math.abs(this.direction.y)<1e-7){if(this.origin.yi.y)return!1}else if(n=1/this.direction.y,r=(t.y-this.origin.y)*n,o=(i.y-this.origin.y)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.zi.z)return!1}else if(n=1/this.direction.z,r=(t.z-this.origin.z)*n,o=(i.z-this.origin.z)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;return!0},i.prototype.intersectsBox=function(t){return this.intersectsBoxMinMax(t.minimum,t.maximum)},i.prototype.intersectsSphere=function(t){var i=t.center.x-this.origin.x,n=t.center.y-this.origin.y,r=t.center.z-this.origin.z,o=i*i+n*n+r*r,s=t.radius*t.radius;if(s>=o)return!0;var e=i*this.direction.x+n*this.direction.y+r*this.direction.z;if(0>e)return!1;var h=o-e*e;return s>=h},i.prototype.intersectsTriangle=function(i,n,r){this._edge1||(this._edge1=e.Zero(),this._edge2=e.Zero(),this._pvec=e.Zero(),this._tvec=e.Zero(),this._qvec=e.Zero()),n.subtractToRef(i,this._edge1),r.subtractToRef(i,this._edge2),e.CrossToRef(this.direction,this._edge2,this._pvec);var o=e.Dot(this._edge1,this._pvec);if(0===o)return null;var s=1/o;this.origin.subtractToRef(i,this._tvec);var h=e.Dot(this._tvec,this._pvec)*s;if(0>h||h>1)return null;e.CrossToRef(this._tvec,this._edge1,this._qvec);var a=e.Dot(this.direction,this._qvec)*s;if(0>a||h+a>1)return null;var u=e.Dot(this._edge2,this._qvec)*s;return u>this.length?null:new t.IntersectionInfo(h,a,u)},i.CreateNew=function(t,n,r,o,s,h,a){var u=e.Unproject(new e(t,n,0),r,o,s,h,a),m=e.Unproject(new e(t,n,1),r,o,s,h,a),y=m.subtract(u);return y.normalize(),new i(u,y)},i.CreateNewFromTo=function(t,n,r){void 0===r&&(r=u.Identity());var o=n.subtract(t),s=Math.sqrt(o.x*o.x+o.y*o.y+o.z*o.z);return o.normalize(),i.Transform(new i(t,o,s),r)},i.Transform=function(t,n){var r=e.TransformCoordinates(t.origin,n),o=e.TransformNormal(t.direction,n);return new i(r,o,t.length)},i}();t.Ray=p,function(t){t[t.LOCAL=0]=\"LOCAL\",t[t.WORLD=1]=\"WORLD\"}(t.Space||(t.Space={}));var f=(t.Space,function(){function t(){}return t.X=new e(1,0,0),t.Y=new e(0,1,0),t.Z=new e(0,0,1),t}());t.Axis=f;var l=function(){function t(){}return t.interpolate=function(t,i,n,r,o){for(var s=1-3*r+3*i,e=3*r-6*i,h=3*i,a=t,u=0;5>u;u++){var m=a*a,y=m*a,c=s*y+e*m+h*a,p=1/(3*s*m+2*e*a+h);a-=(c-t)*p,a=Math.min(1,Math.max(0,a))}return 3*Math.pow(1-a,2)*a*n+3*(1-a)*Math.pow(a,2)*o+Math.pow(a,3)},t}();t.BezierCurve=l,function(t){t[t.CW=0]=\"CW\",t[t.CCW=1]=\"CCW\"}(t.Orientation||(t.Orientation={}));var x=t.Orientation,z=function(){function t(t){var i=this;this.degrees=function(){return 180*i._radians/Math.PI},this.radians=function(){return i._radians},this._radians=t,this._radians<0&&(this._radians+=2*Math.PI)}return t.BetweenTwoPoints=function(i,n){var r=n.subtract(i),o=Math.atan2(r.y,r.x);return new t(o)},t.FromRadians=function(i){return new t(i)},t.FromDegrees=function(i){return new t(i*Math.PI/180)},t}();t.Angle=z;var w=function(){function t(t,i,n){this.startPoint=t,this.midPoint=i,this.endPoint=n;var r=Math.pow(i.x,2)+Math.pow(i.y,2),o=(Math.pow(t.x,2)+Math.pow(t.y,2)-r)/2,e=(r-Math.pow(n.x,2)-Math.pow(n.y,2))/2,h=(t.x-i.x)*(i.y-n.y)-(i.x-n.x)*(t.y-i.y);this.centerPoint=new s((o*(i.y-n.y)-e*(t.y-i.y))/h,((t.x-i.x)*e-(i.x-n.x)*o)/h),this.radius=this.centerPoint.subtract(this.startPoint).length(),this.startAngle=z.BetweenTwoPoints(this.centerPoint,this.startPoint);var a=this.startAngle.degrees(),u=z.BetweenTwoPoints(this.centerPoint,this.midPoint).degrees(),m=z.BetweenTwoPoints(this.centerPoint,this.endPoint).degrees();u-a>180&&(u-=360),-180>u-a&&(u+=360),m-u>180&&(m-=360),-180>m-u&&(m+=360),this.orientation=0>u-a?x.CW:x.CCW,this.angle=z.FromDegrees(this.orientation===x.CW?a-m:m-a)}return t}();t.Arc2=w;var v=function(){function t(t){this.path=t,this._onchange=new Array,this.value=0,this.animations=new Array}return t.prototype.getPoint=function(){var t=this.path.getPointAtLengthPosition(this.value);return new e(t.x,0,t.y)},t.prototype.moveAhead=function(t){return void 0===t&&(t=.002),this.move(t),this},t.prototype.moveBack=function(t){return void 0===t&&(t=.002),this.move(-t),this},t.prototype.move=function(t){if(Math.abs(t)>1)throw\"step size should be less than 1.\";return this.value+=t,this.ensureLimits(),this.raiseOnChange(),this},t.prototype.ensureLimits=function(){for(;this.value>1;)this.value-=1;for(;this.value<0;)this.value+=1;return this},t.prototype.markAsDirty=function(t){return this.ensureLimits(),this.raiseOnChange(),this},t.prototype.raiseOnChange=function(){var t=this;return this._onchange.forEach(function(i){return i(t)}),this},t.prototype.onchange=function(t){return this._onchange.push(t),this},t}();t.PathCursor=v;var g=function(){function i(t,i){this._points=new Array,this._length=0,this.closed=!1,this._points.push(new s(t,i))}return i.prototype.addLineTo=function(i,n){if(closed)return t.Tools.Error(\"cannot add lines to closed paths\"),this;var r=new s(i,n),o=this._points[this._points.length-1];return this._points.push(r),this._length+=r.subtract(o).length(),this},i.prototype.addArcTo=function(i,n,r,o,e){if(void 0===e&&(e=36),closed)return t.Tools.Error(\"cannot add arcs to closed paths\"),this;var h=this._points[this._points.length-1],a=new s(i,n),u=new s(r,o),m=new w(h,a,u),y=m.angle.radians()/e;m.orientation===x.CW&&(y*=-1);for(var c=m.startAngle.radians()+y,p=0;e>p;p++){var f=Math.cos(c)*m.radius+m.centerPoint.x,l=Math.sin(c)*m.radius+m.centerPoint.y;this.addLineTo(f,l),c+=y}return this},i.prototype.close=function(){return this.closed=!0,this},i.prototype.length=function(){var t=this._length;if(!this.closed){var i=this._points[this._points.length-1],n=this._points[0];t+=n.subtract(i).length()}return t},i.prototype.getPoints=function(){return this._points},i.prototype.getPointAtLengthPosition=function(i){if(0>i||i>1)return t.Tools.Error(\"normalized length position should be between 0 and 1.\"),s.Zero();for(var n=i*this.length(),r=0,o=0;o=r&&m>=n){var y=u.normalize(),c=n-r;return new s(h.x+y.x*c,h.y+y.y*c)}r=m}return t.Tools.Error(\"internal error\"),s.Zero()},i.StartingAt=function(t,n){return new i(t,n)},i}();t.Path2=g;var d=function(){function i(t,i,n){this.path=t,this._curve=new Array,this._distances=new Array,this._tangents=new Array,this._normals=new Array,this._binormals=new Array;for(var r=0;ru;u++)o=this._getLastNonNullVector(u),i-1>u&&(s=this._getFirstNonNullVector(u),this._tangents[u]=o.add(s),this._tangents[u].normalize()),this._distances[u]=this._distances[u-1]+o.length(),h=this._tangents[u],a=this._binormals[u-1],this._normals[u]=e.Cross(a,h),this._raw||this._normals[u].normalize(),this._binormals[u]=e.Cross(h,this._normals[u]),this._raw||this._binormals[u].normalize()},i.prototype._getFirstNonNullVector=function(t){for(var i=1,n=this._curve[t+i].subtract(this._curve[t]);0===n.length()&&t+i+1i+1;)i++,n=this._curve[t].subtract(this._curve[t-i]);return n},i.prototype._normalVector=function(i,n,r){var o;if(void 0===r||null===r){var s;t.Tools.WithinEpsilon(n.y,1,t.Engine.Epsilon)?t.Tools.WithinEpsilon(n.x,1,t.Engine.Epsilon)?t.Tools.WithinEpsilon(n.z,1,t.Engine.Epsilon)||(s=new e(0,0,1)):s=new e(1,0,0):s=new e(0,-1,0),o=e.Cross(n,s)}else o=e.Cross(n,r),e.CrossToRef(o,n,o);return o.normalize(),o},i}();t.Path3D=d;var T=function(){function t(t){this._length=0,this._points=t,this._length=this._computeLength(t)}return t.CreateQuadraticBezier=function(i,n,r,o){o=o>2?o:3;for(var s=new Array,h=function(t,i,n,r){var o=(1-t)*(1-t)*i+2*t*(1-t)*n+t*t*r;return o},a=0;o>=a;a++)s.push(new e(h(a/o,i.x,n.x,r.x),h(a/o,i.y,n.y,r.y),h(a/o,i.z,n.z,r.z)));return new t(s)},t.CreateCubicBezier=function(i,n,r,o,s){s=s>3?s:4;for(var h=new Array,a=function(t,i,n,r,o){var s=(1-t)*(1-t)*(1-t)*i+3*t*(1-t)*(1-t)*n+3*t*t*(1-t)*r+t*t*t*o;return s},u=0;s>=u;u++)h.push(new e(a(u/s,i.x,n.x,r.x,o.x),a(u/s,i.y,n.y,r.y,o.y),a(u/s,i.z,n.z,r.z,o.z)));return new t(h)},t.CreateHermiteSpline=function(i,n,r,o,s){for(var h=new Array,a=1/s,u=0;s>=u;u++)h.push(e.Hermite(i,n,r,o,u*a));return new t(h)},t.prototype.getPoints=function(){return this._points},t.prototype.length=function(){return this._length},t.prototype[\"continue\"]=function(i){for(var n=this._points[this._points.length-1],r=this._points.slice(),o=i.getPoints(),s=1;s